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		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291600</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291600"/>
		<updated>2023-02-23T18:11:23Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Plotting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, plots include corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets). Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin but if successful harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (buildings are not actually destroyed on the site map, however).&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design). For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt and therefore not susceptible to bribery. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291598</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291598"/>
		<updated>2023-02-23T18:07:22Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Mundane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, plots include corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets). Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin but if successful harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (buildings are not actually destroyed on the site map, however).&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291597</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291597"/>
		<updated>2023-02-23T18:06:56Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Mundane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, plots include corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets). Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin but if successful harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (buildings will not actually destroyed on the site map, however).&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291596</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291596"/>
		<updated>2023-02-23T18:05:09Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Mundane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, plots include corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets). Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin but if successful harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (Buildings aren't actually destroyed on the site map.)&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291595</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291595"/>
		<updated>2023-02-23T18:02:16Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Mundane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, plots include corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets). Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue here can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin, but if successful, the agent harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (Buildings aren't actually destroyed on the site map.)&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291594</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291594"/>
		<updated>2023-02-23T18:00:04Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Mundane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, plots include corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets). Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars, also bleak, involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue here can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin, but if successful, the agent harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (Buildings aren't actually destroyed on the site map.)&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291593</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291593"/>
		<updated>2023-02-23T17:59:23Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Mundane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, plots include corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets.) Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars, also bleak, involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue here can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin, but if successful, the agent harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (Buildings aren't actually destroyed on the site map.)&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291592</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291592"/>
		<updated>2023-02-23T17:53:04Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, these are corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets.) Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars, also bleak, involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue here can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin, but if successful, the agent harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (Buildings aren't actually destroyed on the site map.)&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291591</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=291591"/>
		<updated>2023-02-23T17:52:09Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party, more likely'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, these are corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets.) Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars, also bleak, involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue here can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin, but if successful, the agent harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (Buildings aren't actually destroyed on the site map.)&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying villages of a market town, and if the 'snowball' gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=291544</id>
		<title>Silk farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=291544"/>
		<updated>2023-02-22T20:31:05Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Cave spider silk farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
'''Silk farming''' is the process of harvesting large quantities of [[Silk|silk]] from [[web]]slinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward the bait, and willing to web it.  Tame giant cave spiders are not willing to web invaders{{verify}}, while wild spiders appear to only be willing to web ''active military'' dwarves or invaders{{verify}}. [[forgotten beast|Various other untamable creatures]] remain willing to web most tame animals (with [[cat]]s being a possible exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Cave spider silk farm==&lt;br /&gt;
&lt;br /&gt;
Cave spider silk farms are probably the easiest silk farms to set up since the spiders are so small that they don't represent a serious danger to your dwarves. &lt;br /&gt;
&lt;br /&gt;
# Trap a dozen or more cave spiders via the Vermin Catcher's Shop.&lt;br /&gt;
# Release them into an enclosed area - mined out vein does the job - with access through a hatch from above. Precaution is necessary to prevent vermin hunters like cats from entering the area.&lt;br /&gt;
# Place a loom close to the access and assign it to a single weaver. Let it collect webs on repeat.&lt;br /&gt;
&lt;br /&gt;
Since occasional bites are unavoidable, assigning the loom to a single weaver is important. Best use a dwarf already bitten by a cave spider and affected by the resulting dizziness. Despite the slowing effect of cave spider dizziness this farm will produce a steady stream of silk.&lt;br /&gt;
&lt;br /&gt;
===Passive cave spider silk farm===&lt;br /&gt;
All cavern layers spawn webs ([http://www.bay12forums.com/smf/index.php?topic=176521.msg8147034#msg8147034 1]). All that is needed for a modest but very safe supply of silk, is to mine out vast areas of the cavern layers. These don't need physical connection to the cavern, it suffices that they are in the same layer as the cavern. Silk webs will start to appear in them as well - that makes it very easy and safe to collect silk. If mined soon after embark, this can significantly boost the early supply of silk.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═════════╗&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++╠═╗&lt;br /&gt;
║+++++++++┼+║&lt;br /&gt;
┼++++++++[#080]╥║[#0F0]^║&lt;br /&gt;
║++++++++[#080]║[#F00]╬┼╣&lt;br /&gt;
║++++++++[#080]║[#F00]╬S║&lt;br /&gt;
║++++++++[#080]║[#F00]╬═╝&lt;br /&gt;
┼++++++++[#080]╨║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
╚═════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 9x11)&lt;br /&gt;
# Build a [[cage]] containing an '''untamed''' spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s&lt;br /&gt;
# Build the green [[bridge]], raising lengthwise to form a long wall.&lt;br /&gt;
# Build a [[lever]] somewhere convenient in your fortress and link it to the green bridge&lt;br /&gt;
# Pull the lever linked to the cage to release the spider &lt;br /&gt;
# Order a '''non-ranged''' military dwarf to station or patrol in the room (but '''not''' on the green bridge)&lt;br /&gt;
# Raise the green bridge periodically to allow your bait dwarf to escape, then lower it again to resume production&lt;br /&gt;
# Your weavers ''may'' collect webs during production if they have sufficient discipline; if not, leave the green bridge raised while they collect the webs&lt;br /&gt;
# Set pull lever on repeat to have automatic production and collection&lt;br /&gt;
&lt;br /&gt;
There is a small chance of injury if the creature gets hit by the projectile silk, but having the creature stand more than 3 tiles away from your spider seems to prevent this.&lt;br /&gt;
&lt;br /&gt;
==High-volume silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔═════╦┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗┼+++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝║[#59F]!║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═════╩═╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an '''untamed''' spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden.&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid the bridge-access doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Station or order a melee dwarf to patrol to the blue '!'; lock the door after he enters the chamber&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Remember to release your bait dwarf periodically&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly, it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait dwarf may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
'''Extra automation of the silk farm'''&lt;br /&gt;
#Station a weredwarf or vampire as spiderbait. Now your melee dwarf does not need to be replaced and can be totally locked in.&lt;br /&gt;
#Use an enemy invader instead of a dwarf as the web target{{verify}}. Recapture it with a cage, similarly to how the spider is recaptured.&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures. Also, webslingers with modified material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).&lt;br /&gt;
&lt;br /&gt;
[[File:silk_farming_preview.jpg|thumb|400px|center|Silk farming in China, 1700s.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nesteth ivom | elvish = yarare tòbafí | goblin = egod gotåm | human = sushsath ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Silk farming]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Web&amp;diff=291542</id>
		<title>Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Web&amp;diff=291542"/>
		<updated>2023-02-22T20:22:28Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality||Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox|DF2014:Webs}}&lt;br /&gt;
[[File:web_sprites_preview.png|right]]'''Webs''' are the source of [[silk]], very often appearing in [[cavern]]s, and occasionally on the surface.  The web itself looks like a light-grey [[gem]], most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, [[phantom spider]]s (in [[evil]] biomes), or [[Animal_people|spider men]] (on the surface). If an embark region is populated by web-making creatures, a number of their webs will be present immediately after embark, though further webs will only appear if the creatures themselves show up and leave them.&lt;br /&gt;
&lt;br /&gt;
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider.|Webs from a [[Giant cave spider]].]]Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]]. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}} (in the premium version, go to the Labor menu, select the Standing Orders tab, then the Automated Workshops subtab, and toggle the &amp;quot;Automatically collect webs&amp;quot; button), an important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it into cloth, or put it in a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this).  An easier alternative is just to suspend the collect webs task in each loom ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.&lt;br /&gt;
[[Image:Web traps 1.png|thumb|right|200px|A design to drop webs on [[:File:Web traps 0.png|traps below]].]]&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]]. [[Titan]] and [[forgotten beast]] webs can be collected too, but they are worth only 6☼.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerously entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider]] [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. [[Titan]]s, [[forgotten beast]]s, and other procedurally-generated creatures may also shoot webs. &lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are normally immune to traps). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
When you're stuck and can't get up, press {{k|.}} to advance time; you automatically get free. When enemies are near you should press {{k|,}} for shorter ticks.  Furthermore, you are unaffected by webs while [[Climber|climbing]]. You can also [[jump]] onto the webbed tile. [[Animal_people|Spider people]] can just walk onto the tile. While sharing a tile with the web, you can pick it up, and if you have an empty hand the web will be gathered as thread, but if you don't, the web will be gathered and placed in your backpack as web. Such web can be placed by dropping or throwing it. Any webs may disappear if the area is unloaded (such as by sleeping, waiting, traveling, etc) while web in your inventory will become thread. Also, new webs may appear when an area is reloaded.&lt;br /&gt;
[[File:web_preview.jpg|thumb|300px|center|Urist likes webs for their ability to ''catch obnoxious flies''.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = orshar&lt;br /&gt;
| elvish  = ilu&lt;br /&gt;
| goblin  = ngostong&lt;br /&gt;
| human   = mete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Web]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Web&amp;diff=291541</id>
		<title>Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Web&amp;diff=291541"/>
		<updated>2023-02-22T20:20:48Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality||Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox|DF2014:Webs}}&lt;br /&gt;
[[File:web_sprites_preview.png|right]]'''Webs''' are the source of [[silk]], very often appearing in [[cavern]]s, and occasionally on the surface.  The web itself looks like a light-grey [[gem]], most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, [[phantom spider]]s (in [[evil]] biomes), or [[Animal_people|spider men]] (on the surface). If an embark region is populated by web-making creatures, a number of their webs will be present immediately after embark, though further webs will only appear if the creatures themselves show up and leave them.&lt;br /&gt;
&lt;br /&gt;
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider.|Webs from a [[Giant cave spider]].]]Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]]. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}} (in the premium version, go to the Labor menu and, under the Automated Workshops tab, toggle the &amp;quot;Automatically collect webs&amp;quot; button), an important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it into cloth, or put it in a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this).  An easier alternative is just to suspend the collect webs task in each loom ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.&lt;br /&gt;
[[Image:Web traps 1.png|thumb|right|200px|A design to drop webs on [[:File:Web traps 0.png|traps below]].]]&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]]. [[Titan]] and [[forgotten beast]] webs can be collected too, but they are worth only 6☼.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerously entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider]] [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. [[Titan]]s, [[forgotten beast]]s, and other procedurally-generated creatures may also shoot webs. &lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are normally immune to traps). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
When you're stuck and can't get up, press {{k|.}} to advance time; you automatically get free. When enemies are near you should press {{k|,}} for shorter ticks.  Furthermore, you are unaffected by webs while [[Climber|climbing]]. You can also [[jump]] onto the webbed tile. [[Animal_people|Spider people]] can just walk onto the tile. While sharing a tile with the web, you can pick it up, and if you have an empty hand the web will be gathered as thread, but if you don't, the web will be gathered and placed in your backpack as web. Such web can be placed by dropping or throwing it. Any webs may disappear if the area is unloaded (such as by sleeping, waiting, traveling, etc) while web in your inventory will become thread. Also, new webs may appear when an area is reloaded.&lt;br /&gt;
[[File:web_preview.jpg|thumb|300px|center|Urist likes webs for their ability to ''catch obnoxious flies''.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = orshar&lt;br /&gt;
| elvish  = ilu&lt;br /&gt;
| goblin  = ngostong&lt;br /&gt;
| human   = mete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Web]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Web&amp;diff=291540</id>
		<title>Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Web&amp;diff=291540"/>
		<updated>2023-02-22T20:19:53Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality||Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox|DF2014:Webs}}&lt;br /&gt;
[[File:web_sprites_preview.png|right]]'''Webs''' are the source of [[silk]], very often appearing in [[cavern]]s, and occasionally on the surface.  The web itself looks like a light-grey [[gem]], most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, [[phantom spider]]s (in [[evil]] biomes), or [[Animal_people|spider men]] (on the surface). If an embark region is populated by web-making creatures, a number of their webs will be present immediately after embark, though further webs will only appear if the creatures themselves show up and leave them.&lt;br /&gt;
&lt;br /&gt;
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider.|Webs from a [[Giant cave spider]].]]Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]]. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}} (in the premium version, go to the Labor tab and, under the Automated Workshops sub-tab, toggle the &amp;quot;Automatically collect webs&amp;quot; button), an important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it into cloth, or put it in a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this).  An easier alternative is just to suspend the collect webs task in each loom ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.&lt;br /&gt;
[[Image:Web traps 1.png|thumb|right|200px|A design to drop webs on [[:File:Web traps 0.png|traps below]].]]&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]]. [[Titan]] and [[forgotten beast]] webs can be collected too, but they are worth only 6☼.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerously entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider]] [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. [[Titan]]s, [[forgotten beast]]s, and other procedurally-generated creatures may also shoot webs. &lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are normally immune to traps). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
When you're stuck and can't get up, press {{k|.}} to advance time; you automatically get free. When enemies are near you should press {{k|,}} for shorter ticks.  Furthermore, you are unaffected by webs while [[Climber|climbing]]. You can also [[jump]] onto the webbed tile. [[Animal_people|Spider people]] can just walk onto the tile. While sharing a tile with the web, you can pick it up, and if you have an empty hand the web will be gathered as thread, but if you don't, the web will be gathered and placed in your backpack as web. Such web can be placed by dropping or throwing it. Any webs may disappear if the area is unloaded (such as by sleeping, waiting, traveling, etc) while web in your inventory will become thread. Also, new webs may appear when an area is reloaded.&lt;br /&gt;
[[File:web_preview.jpg|thumb|300px|center|Urist likes webs for their ability to ''catch obnoxious flies''.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = orshar&lt;br /&gt;
| elvish  = ilu&lt;br /&gt;
| goblin  = ngostong&lt;br /&gt;
| human   = mete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Web]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Web&amp;diff=291539</id>
		<title>Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Web&amp;diff=291539"/>
		<updated>2023-02-22T20:18:31Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality||Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox|DF2014:Webs}}&lt;br /&gt;
[[File:web_sprites_preview.png|right]]'''Webs''' are the source of [[silk]], very often appearing in [[cavern]]s, and occasionally on the surface.  The web itself looks like a light-grey [[gem]], most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, [[phantom spider]]s (in [[evil]] biomes), or [[Animal_people|spider men]] (on the surface). If an embark region is populated by web-making creatures, a number of their webs will be present immediately after embark, though further webs will only appear if the creatures themselves show up and leave them.&lt;br /&gt;
&lt;br /&gt;
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider.|Webs from a [[Giant cave spider]].]]Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]]. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}} (or in the Steam version by going to the Labor tab and (ion the Automated Workshops sub-tab) toggling the &amp;quot;Automatically collect webs&amp;quot; button), an important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it into cloth, or put it in a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this).  An easier alternative is just to suspend the collect webs task in each loom ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.&lt;br /&gt;
[[Image:Web traps 1.png|thumb|right|200px|A design to drop webs on [[:File:Web traps 0.png|traps below]].]]&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]]. [[Titan]] and [[forgotten beast]] webs can be collected too, but they are worth only 6☼.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerously entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider]] [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. [[Titan]]s, [[forgotten beast]]s, and other procedurally-generated creatures may also shoot webs. &lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are normally immune to traps). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
When you're stuck and can't get up, press {{k|.}} to advance time; you automatically get free. When enemies are near you should press {{k|,}} for shorter ticks.  Furthermore, you are unaffected by webs while [[Climber|climbing]]. You can also [[jump]] onto the webbed tile. [[Animal_people|Spider people]] can just walk onto the tile. While sharing a tile with the web, you can pick it up, and if you have an empty hand the web will be gathered as thread, but if you don't, the web will be gathered and placed in your backpack as web. Such web can be placed by dropping or throwing it. Any webs may disappear if the area is unloaded (such as by sleeping, waiting, traveling, etc) while web in your inventory will become thread. Also, new webs may appear when an area is reloaded.&lt;br /&gt;
[[File:web_preview.jpg|thumb|300px|center|Urist likes webs for their ability to ''catch obnoxious flies''.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = orshar&lt;br /&gt;
| elvish  = ilu&lt;br /&gt;
| goblin  = ngostong&lt;br /&gt;
| human   = mete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Web]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=291218</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=291218"/>
		<updated>2023-02-20T16:01:25Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Residents/citizens */&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 pale purple-like skin.&lt;br /&gt;
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==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;
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==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;
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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;
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== 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;
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A single necromancer can learn multiple strains 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;
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=== 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;
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{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
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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;
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=== 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;
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=== 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;
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== 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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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==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;
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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 that 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;
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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;
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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;
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===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;
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===Residents/citizens===&lt;br /&gt;
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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;
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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;
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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;
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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;
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===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;
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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;
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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;
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Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf 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. Either way, necromancers are very [[fun]].&lt;br /&gt;
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===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, schemeing 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;
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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;
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==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;
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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;
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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;
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So, what can we do to get at those secrets? Well, there are methods:&lt;br /&gt;
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* '''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;
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* '''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;
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* '''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;
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* '''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;
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* '''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;
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* '''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;
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===Playing as a necromancer===&lt;br /&gt;
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As a necromancer, you:&lt;br /&gt;
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*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;
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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;
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==== 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 explodes into gore, collapses into gore, or otherwise is pulped 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 weapons 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;
==Trivia==&lt;br /&gt;
Necromancers that are idle during a siege used to occasionally start [[campfire]]s.&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 improve 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 improves the ability to discover 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>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291162</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291162"/>
		<updated>2023-02-19T15:22:44Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Secret agents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Visitors Inspecting Classical Ruins MET DP230572.jpg|thumb|300px|right|Visitors inspecting the nearby architecture.]]A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors will try to leave after they complete all of their activities. If they cannot find a path to exit the map (due to say, a forbidden door) they seem to &amp;quot;panic&amp;quot;, wandering around frantically looking for an exit.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes (often times) they are [[agent]]s assuming fake identities in order to scout your fortress for items of value (see the Secret Agents section below)&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever. Also, visitors with &amp;quot;names&amp;quot; appearing in quotation marks seems to be a reliable indicator that the individual is an agent using a false name.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you have any open or cold cases in the justice screen, you can interrogate them to attempt to determine whether they are, in fact, agents seeking to steal your artifacts or perform other nefarious deeds at your fort. If your interogations fail (because your Sheriff or Captain of the Guard has lower social skills than the interrogation subject), but you know the visitor is an agent, you can still convict them (falsely) of crimes and your Sheriff/Captain of the Guard (or other members of your Captain of Guard's militia squad) will attempt to arrest them. &lt;br /&gt;
&lt;br /&gt;
Note that if the suspect is able to evade capture and is about to escape (but is still on your map) you can give them a nickname on their character page (for example, you might nickname them &amp;quot;KILL THIS THIEF&amp;quot;). This nickname will persist after they leave your map and will appear in their name the next time they visit your fortress.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. [[Soldier]]ing visitors can be assigned to [[squad]]s, but they cannot be appointed as [[Militia captain]]s. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. View the new resident, then select their Labor tab, then their Locations sub-tab, and remove any Location assignments. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* As of v50.05, AI pathing can sometimes cause visitors (along with caravans and their wagons) to become stuck waiting to enter the map, which can prevent some or all types of visitors from some or all civs from visiting, and even prevent some merchants from entering the map. This can be fixed through [[DFHack|DFHack's]] ``fix/stuck-merchants`` command.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:97.70.80.235&amp;diff=291161</id>
		<title>User talk:97.70.80.235</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:97.70.80.235&amp;diff=291161"/>
		<updated>2023-02-19T15:21:42Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These were my edits (user name: Galeochre), I didn't realize I wasn't logged in so I re-eddited them so that my account was accountable for them.&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:97.70.80.235&amp;diff=291160</id>
		<title>User talk:97.70.80.235</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:97.70.80.235&amp;diff=291160"/>
		<updated>2023-02-19T15:19:50Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: Created page with &amp;quot;These were my edits, I didn't realize I wasn't logged in so I re-eddited them so that my account was accountable for them.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These were my edits, I didn't realize I wasn't logged in so I re-eddited them so that my account was accountable for them.&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291159</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291159"/>
		<updated>2023-02-19T15:17:42Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Secret agents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Visitors Inspecting Classical Ruins MET DP230572.jpg|thumb|300px|right|Visitors inspecting the nearby architecture.]]A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors will try to leave after they complete all of their activities. If they cannot find a path to exit the map (due to say, a forbidden door) they seem to &amp;quot;panic&amp;quot;, wandering around frantically looking for an exit.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes (often times) they are [[agent]]s assuming fake identities in order to scout your fortress for items of value (see the Secret Agents section below)&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever.&lt;br /&gt;
&lt;br /&gt;
Also, visitors with &amp;quot;names&amp;quot; appearing in quotation marks seems to be a reliable indicator that the individual is an agent using a false name.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you have any open or cold cases in the justice screen, you can interrogate them to attempt to determine whether they are, in fact, agents seeking to steal your artifacts or perform other nefarious deeds at your fort. If your interogations fail (because your Sheriff or Captain of the Guard has lower social skills than the interrogation subject), but you know the visitor is an agent, you can still convict them (falsely) of crimes and your Sheriff/Captain of the Guard (or other members of your Captain of Guard's militia squad) will attempt to arrest them. &lt;br /&gt;
&lt;br /&gt;
Note that if the suspect is able to evade capture and is about to escape (but is still on your map) you can give them a nickname on their character page (for example, you might nickname them &amp;quot;KILL THIS THIEF&amp;quot;). This nickname will persist after they leave your map and will appear in their name the next time they visit your fortress.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. [[Soldier]]ing visitors can be assigned to [[squad]]s, but they cannot be appointed as [[Militia captain]]s. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. View the new resident, then select their Labor tab, then their Locations sub-tab, and remove any Location assignments. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* As of v50.05, AI pathing can sometimes cause visitors (along with caravans and their wagons) to become stuck waiting to enter the map, which can prevent some or all types of visitors from some or all civs from visiting, and even prevent some merchants from entering the map. This can be fixed through [[DFHack|DFHack's]] ``fix/stuck-merchants`` command.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291158</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291158"/>
		<updated>2023-02-19T15:17:25Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Secret agents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Visitors Inspecting Classical Ruins MET DP230572.jpg|thumb|300px|right|Visitors inspecting the nearby architecture.]]A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors will try to leave after they complete all of their activities. If they cannot find a path to exit the map (due to say, a forbidden door) they seem to &amp;quot;panic&amp;quot;, wandering around frantically looking for an exit.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes (often times) they are [[agent]]s assuming fake identities in order to scout your fortress for items of value (see the Secret Agents section below)&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. [[Soldier]]ing visitors can be assigned to [[squad]]s, but they cannot be appointed as [[Militia captain]]s. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. View the new resident, then select their Labor tab, then their Locations sub-tab, and remove any Location assignments. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* As of v50.05, AI pathing can sometimes cause visitors (along with caravans and their wagons) to become stuck waiting to enter the map, which can prevent some or all types of visitors from some or all civs from visiting, and even prevent some merchants from entering the map. This can be fixed through [[DFHack|DFHack's]] ``fix/stuck-merchants`` command.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291157</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291157"/>
		<updated>2023-02-19T15:15:48Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: Undo revision 291146 by 97.70.80.235 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Visitors Inspecting Classical Ruins MET DP230572.jpg|thumb|300px|right|Visitors inspecting the nearby architecture.]]A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors will try to leave after they complete all of their activities. If they cannot find a path to exit the map (due to say, a forbidden door) they seem to &amp;quot;panic&amp;quot;, wandering around frantically looking for an exit.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes (often times) they are [[agent]]s assuming fake identities in order to scout your fortress for items of value (see the Secret Agents section below)&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever. &lt;br /&gt;
&lt;br /&gt;
Additionally, if you have any open or cold cases in the justice screen, you can interrogate themto attempt to determine whether they are, in fact, agents seeking to steal your artifacts or perform other nefarious deeds at your fort. If your interogations fail (because your Sheriff or Captain of the Guard has lower social skills than the interrogation subject), but you know the visitor is an agent, you can still convict them (falsely) of crimes and your Sheriff/Captain of the Guard (or other members of your Captain of Guards militia squad) will attempt to arrest them. Note that if the suspect is able to evade capture and will escape (but is still on your map) you can give them a nickname on their character page (for example, you might nickname them &amp;quot;KILL THIS THIEF&amp;quot;). This nickname will persist after they leave your map and will appear in their name the next time they visit your fortress.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. [[Soldier]]ing visitors can be assigned to [[squad]]s, but they cannot be appointed as [[Militia captain]]s. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. View the new resident, then select their Labor tab, then their Locations sub-tab, and remove any Location assignments. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* As of v50.05, AI pathing can sometimes cause visitors (along with caravans and their wagons) to become stuck waiting to enter the map, which can prevent some or all types of visitors from some or all civs from visiting, and even prevent some merchants from entering the map. This can be fixed through [[DFHack|DFHack's]] ``fix/stuck-merchants`` command.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291156</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291156"/>
		<updated>2023-02-19T15:15:13Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: Undo revision 291147 by 97.70.80.235 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Visitors Inspecting Classical Ruins MET DP230572.jpg|thumb|300px|right|Visitors inspecting the nearby architecture.]]A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors will try to leave after they complete all of their activities. If they cannot find a path to exit the map (due to say, a forbidden door) they seem to &amp;quot;panic&amp;quot;, wandering around frantically looking for an exit.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes (often times) they are [[agent]]s assuming fake identities in order to scout your fortress for items of value (see the Secret Agents section below)&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever. &lt;br /&gt;
&lt;br /&gt;
If you have any open or cold cases in the justice screen, you can interrogate themto attempt to determine whether they are, in fact, agents seeking to steal your artifacts or perform other nefarious deeds at your fort. If your interogations fail (because your Sheriff or Captain of the Guard has lower social skills than the interrogation subject), but you know the visitor is an agent, you can still convict them (falsely) of crimes and your Sheriff/Captain of the Guard (or other members of your Captain of Guards militia squad) will attempt to arrest them. Note that if the suspect is able to evade capture and will escape (but is still on your map) you can give them a nickname on their character page (for example, you might nickname them &amp;quot;KILL THIS THIEF&amp;quot;). This nickname will persist after they leave your map and will appear in their name the next time they visit your fortress.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. [[Soldier]]ing visitors can be assigned to [[squad]]s, but they cannot be appointed as [[Militia captain]]s. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. View the new resident, then select their Labor tab, then their Locations sub-tab, and remove any Location assignments. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* As of v50.05, AI pathing can sometimes cause visitors (along with caravans and their wagons) to become stuck waiting to enter the map, which can prevent some or all types of visitors from some or all civs from visiting, and even prevent some merchants from entering the map. This can be fixed through [[DFHack|DFHack's]] ``fix/stuck-merchants`` command.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291155</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=291155"/>
		<updated>2023-02-19T15:14:59Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: Undo revision 291148 by 97.70.80.235 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Visitors Inspecting Classical Ruins MET DP230572.jpg|thumb|300px|right|Visitors inspecting the nearby architecture.]]A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors will try to leave after they complete all of their activities. If they cannot find a path to exit the map (due to say, a forbidden door) they seem to &amp;quot;panic&amp;quot;, wandering around frantically looking for an exit.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes (often times) they are [[agent]]s assuming fake identities in order to scout your fortress for items of value (see the Secret Agents section below)&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever. &lt;br /&gt;
&lt;br /&gt;
If you have any open or cold cases in the justice screen, you can interrogate themto attempt to determine whether they are, in fact, agents seeking to steal your artifacts or perform other nefarious deeds at your fort. If your interogations fail (because your Sheriff or Captain of the Guard has lower social skills than the interrogation subject), but you know the visitor is an agent, you can still convict them (falsely) of crimes and your Sheriff/Captain of the Guard (or other members of your Captain of Guard's militia squad) will attempt to arrest them. Note that if the suspect is able to evade capture and will escape (but is still on your map) you can give them a nickname on their character page (for example, you might nickname them &amp;quot;KILL THIS THIEF&amp;quot;). This nickname will persist after they leave your map and will appear in their name the next time they visit your fortress.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. [[Soldier]]ing visitors can be assigned to [[squad]]s, but they cannot be appointed as [[Militia captain]]s. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. View the new resident, then select their Labor tab, then their Locations sub-tab, and remove any Location assignments. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* As of v50.05, AI pathing can sometimes cause visitors (along with caravans and their wagons) to become stuck waiting to enter the map, which can prevent some or all types of visitors from some or all civs from visiting, and even prevent some merchants from entering the map. This can be fixed through [[DFHack|DFHack's]] ``fix/stuck-merchants`` command.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Agent&amp;diff=291154</id>
		<title>Agent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Agent&amp;diff=291154"/>
		<updated>2023-02-19T15:14:29Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Detection */&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;
[[Agent]]s are covert operatives that are sent off to other civilizations' sites to perform tasks, like gathering information. &lt;br /&gt;
&lt;br /&gt;
== Mode of action ==&lt;br /&gt;
&lt;br /&gt;
Agents infiltrate foreign towns and taverns, befriending other [[historical figure]]s - even hanging out with criminals such as [[boss]]es. The friendships are stored asymmetrically - agents consider their 'friends' as information sources, whereas the 'sources' themselves think they made a new friend.&lt;br /&gt;
&lt;br /&gt;
Agents usually arrive at your fortress as [[visitor]]s, assuming the identity of an artist, warrior or scholar. In addition, outside your fortress, they may also pose as [[pilgrim]]s, [[monk]]s, [[peddler]]s, [[prophet]]s or petty [[criminal]]s in other [[site]]s.&lt;br /&gt;
&lt;br /&gt;
Agents typically want to know about the whereabouts of an [[artifact]]. In fortress mode, they will arrive at your [[tavern]] and chat with your locals and other visitors to gather information. If the artifact is not at your fortress, they will use the [[rumor]] system used by other visitors and your [[diplomat]] to find out where to go next. If you do have it, and one of your dwarves mindlessly opens their mouth about it, they will sneak back home with the information. Either way, if they come back empty-handed while believing the artifact is at your fortress, they may come to your fortress once again, this time with an army of [[siege]]rs to persuade you, looming at the edge of your map. At this point, you may either give in (resulting in the army retreating peacefully with the artifact) or fight back (resulting in a regular full-blown siege). Although threatening, ultimatums are always fair: they will never attack you or your [[messenger]] while negotiations are ongoing, and even if negotiations go awry, they will let the messenger come back inside first. Moreover, they will never attack you anyway if you give in to their demands.&lt;br /&gt;
&lt;br /&gt;
You may draw the ire of a civilization and its agents by stealing artifacts from outside (as opposed to making your own) in a [[mission]].&lt;br /&gt;
&lt;br /&gt;
== Detection ==&lt;br /&gt;
Agents use [[Name#False identities|false identities]] and cannot be forced to reveal their cover, but they can be manually detected by the player by looking at discrepancies between their self-styled profession and actual equipment or skills (e.g. a [[poet]] with a crossbow*), or their name style and race (e.g. a dwarf with an elven name).&lt;br /&gt;
&lt;br /&gt;
(* This may not be a reliable indicator. Traveling entertainers seem to all{{Verify}} come with one Level 3 weapon skill, plus supplemental Level 1 combat skills - apparently, the roads are dangerous.)&lt;br /&gt;
&lt;br /&gt;
Another suspect indicator is a migrant with the [[schemer]] skill, although more research needs to be done.&lt;br /&gt;
&lt;br /&gt;
Also, visitors with &amp;quot;names&amp;quot; appearing in quotation marks seems to be a reliable indicator that the individual is an agent using a false name.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you have any open or cold cases in the justice screen, you can interrogate them to attempt to determine whether they are, in fact, agents seeking to steal your artifacts or perform other nefarious deeds at your fort. If your interogations fail (because your Sheriff or Captain of the Guard has lower social skills than the interrogation subject), but you know the visitor is an agent, you can still convict them (falsely) of crimes and your Sheriff/Captain of the Guard (or other members of your Captain of Guard's militia squad) will attempt to arrest them. &lt;br /&gt;
&lt;br /&gt;
Note that if the suspect is able to evade capture and is about to escape (but is still on your map) you can give them a nickname on their character page (for example, you might nickname them &amp;quot;KILL THIS THIEF&amp;quot;). This nickname will persist after they leave your map and will appear in their name the next time they visit your fortress.&lt;br /&gt;
&lt;br /&gt;
== Traitor ==&lt;br /&gt;
 &amp;lt;!--Editors - feel free to move this to a diff location if/as deemed approp - and fix Redirect link(s). It was moved here from a Stub.--&amp;gt;&lt;br /&gt;
'''Traitor''' dwarves were added with the first villainy update. At the time of this edit, next to nothing is known about them except that the concept exists. Clearly, research is needed, although the nature of the subject makes that difficult to replicate or observe.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Villain]]&lt;br /&gt;
*[[Schemer]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Agent]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=291028</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=291028"/>
		<updated>2023-02-17T13:12:30Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Will take from anywhere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
== Creating and Removing Stockpiles == &lt;br /&gt;
&lt;br /&gt;
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking &amp;quot;Accept&amp;quot; in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. After clicking &amp;quot;accept&amp;quot;, a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select &amp;quot;Custom&amp;quot; to define your own rules.&lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
To edit a stockpile, click the &amp;quot;Stockpile&amp;quot; button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.&lt;br /&gt;
&lt;br /&gt;
When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
Stockpiles may also take from a workshop, using the same interface ({{k|q}}-{{k|t}}, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with {{k|t}}) become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.&lt;br /&gt;
&lt;br /&gt;
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to &amp;quot;take from links only&amp;quot;, so the harvesters do not waste their time.&lt;br /&gt;
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to &amp;quot;take from links only&amp;quot;), so that it only gets new clothing produced in that workshop. If another stockpile with &amp;quot;take from anywhere&amp;quot; and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile, or to a workshop.  When giving to a stockpile, an equal and opposite &amp;quot;take from stockpile&amp;quot; is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.&lt;br /&gt;
&lt;br /&gt;
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. This limit can be set anywhere from 0 to the total number of tiles in the stockpile.&lt;br /&gt;
&lt;br /&gt;
If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.&lt;br /&gt;
&lt;br /&gt;
If set to non-zero, then that number of wheelbarrows will be brought to the stockpile.  Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile.  Each hauling job will be performed using a wheelbarrow, rather than by hand. You can see this as fine-tuning the speed of collection of the desired items.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see [[Wheelbarrow]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk.&lt;br /&gt;
&lt;br /&gt;
The new &amp;quot;will take from anywhere&amp;quot; control is a toggle-button whose interpretation is as follows:&lt;br /&gt;
&lt;br /&gt;
In classical ASCII mode:&lt;br /&gt;
&lt;br /&gt;
* *️⃣➡️ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will be accepted&amp;quot; (green arrow)&lt;br /&gt;
* *️⃣❌ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will not be accepted&amp;quot; (red/orange &amp;quot;X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In vanilla graphics mode:&lt;br /&gt;
&lt;br /&gt;
* Highlighted Green - means the stockpile will give/take items from anywhere&lt;br /&gt;
* Not Highlighted Green - means the stockpile will NOT give/take items from anywhere (and will only give/take items to other stockpiles or workshops you manually designate)&lt;br /&gt;
&lt;br /&gt;
Citizens may still have leftover &amp;quot;haul item to the stockpile&amp;quot; tasks to a particular stockpile even after &amp;quot;will take from anywhere&amp;quot; has been turned off for it, or even setting its desired items to &amp;quot;none&amp;quot;, resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
Note that if refuse is enabled on the stockpile, armor and clothing will [[wear]] at an accelerated rate.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here, several thousand of them fitting into a single bin.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse|Corpses]]===&lt;br /&gt;
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.&lt;br /&gt;
&lt;br /&gt;
If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
Note that if refuse is enabled on the stockpile, clothes and armor will [[wear]] at an accelerated rate.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products  -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].  Food stockpiles should, in most cases, be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in. If you are playing with [[Utility:DFHack|DFHack]], you can use the search function to show only fat or tallow- the permit and forbid keys to toggle only those visible in the list.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
Furniture cannot be stored in barrels or bins.&lt;br /&gt;
&lt;br /&gt;
If you choose to apply advanced stockpiling of furniture e.g. &amp;quot;make a stockpile for only [[Furniture]]&amp;gt;[[Bed]]s.&amp;quot; Merely selecting &amp;quot;beds&amp;quot; under the &amp;quot;Type&amp;quot; category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select &amp;quot;all&amp;quot; on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot, because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
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Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that all armor and clothing stored in a refuse stockpile will suffer [[wear]] at an accelerated rate. This is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
&lt;br /&gt;
Be careful on evil biomes, since some can reanimate dead creatures and body parts.  If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.&lt;br /&gt;
&lt;br /&gt;
The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]].  If your dwarves are not cleaning up bodies, this is probably why.&lt;br /&gt;
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===[[Sheets]]===&lt;br /&gt;
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.&lt;br /&gt;
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===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.  Wood stockpiles will also accept &amp;quot;grown&amp;quot; wood logs that elves bring.&lt;br /&gt;
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This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
The options are &amp;quot;Allow Plant/Animal&amp;quot; (organic goods) and &amp;quot;Allow Non-Plant/Animal (non-organic goods). Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling &amp;quot;Additional Options&amp;quot; is a common cause of stockpile problems, and these options generally aren't useful anyway.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last four will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) are listed under {{key|R}}ooms.&lt;br /&gt;
&lt;br /&gt;
== Custom Stockpile Uses ==&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.&lt;br /&gt;
* Marksdwarves may refuse to use ammo stored in bins.{{Bug|2706}}&lt;br /&gt;
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
* Disabling &amp;quot;Additional Options&amp;quot; in the stockpile menu is a common source of stockpile problems.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:&lt;br /&gt;
&lt;br /&gt;
* Do you have idle dwarves?&lt;br /&gt;
** Do the idle dwarves have the appropriate hauling labors enabled?&lt;br /&gt;
** Are the idle dwarves constantly taking and cancelling other jobs? &lt;br /&gt;
* Do you have a stockpile that wants this item?&lt;br /&gt;
** Is there an empty spot in the stockpile?&lt;br /&gt;
*** Note that hidden items and wheelbarrows tie up stockpile tiles.&lt;br /&gt;
** Can the idle dwarves path to the stockpile and the item?&lt;br /&gt;
** Is the stockpile set to accept from anywhere, not just links?&lt;br /&gt;
** Check both the item's type and its material, in stockpiles that can filter materials.&lt;br /&gt;
** Check that the armor/weapon stockpile setting is &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; as appropriate.&lt;br /&gt;
** Check that &amp;quot;Additional Options&amp;quot; are set correctly to allow the desired items.&lt;br /&gt;
* Is the item unforbidden?&lt;br /&gt;
* Is the item accessible (no civilian alert, burrows, etc.)?&lt;br /&gt;
* Is the item not owned by any dwarf?&lt;br /&gt;
* Is the item not tasked for a job?&lt;br /&gt;
* Is the item not assigned for use in any buildings/constructions?&lt;br /&gt;
* Check your standing orders (o), and make sure this kind of item can be gathered.&lt;br /&gt;
** For refuse, make sure dwarves are allowed to gather refuse that is &amp;quot;outside&amp;quot; (o r).&lt;br /&gt;
* Does the stockpile have wheelbarrows assigned?  If so, are they all in use?&lt;br /&gt;
* If the item normally goes in a container, do you have suitable unused containers?&lt;br /&gt;
* Is the item claimed by a location (hospital, tavern, library, temple)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stockpile]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=291027</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=291027"/>
		<updated>2023-02-17T13:11:11Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Will take from anywhere */&lt;/p&gt;
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&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
== Creating and Removing Stockpiles == &lt;br /&gt;
&lt;br /&gt;
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking &amp;quot;Accept&amp;quot; in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. After clicking &amp;quot;accept&amp;quot;, a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select &amp;quot;Custom&amp;quot; to define your own rules.&lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
To edit a stockpile, click the &amp;quot;Stockpile&amp;quot; button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.&lt;br /&gt;
&lt;br /&gt;
When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
Stockpiles may also take from a workshop, using the same interface ({{k|q}}-{{k|t}}, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with {{k|t}}) become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.&lt;br /&gt;
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Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to &amp;quot;take from links only&amp;quot;, so the harvesters do not waste their time.&lt;br /&gt;
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to &amp;quot;take from links only&amp;quot;), so that it only gets new clothing produced in that workshop. If another stockpile with &amp;quot;take from anywhere&amp;quot; and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile, or to a workshop.  When giving to a stockpile, an equal and opposite &amp;quot;take from stockpile&amp;quot; is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.&lt;br /&gt;
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Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.&lt;br /&gt;
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This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
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==Max bin/barrel ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
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Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
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== Max wheelbarrow ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. This limit can be set anywhere from 0 to the total number of tiles in the stockpile.&lt;br /&gt;
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If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.&lt;br /&gt;
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If set to non-zero, then that number of wheelbarrows will be brought to the stockpile.  Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile.  Each hauling job will be performed using a wheelbarrow, rather than by hand. You can see this as fine-tuning the speed of collection of the desired items.&lt;br /&gt;
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Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see [[Wheelbarrow]] for more information.&lt;br /&gt;
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[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.&lt;br /&gt;
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== Will take from anywhere ==&lt;br /&gt;
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{{migrated section}}&lt;br /&gt;
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A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
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Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk.&lt;br /&gt;
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The new &amp;quot;will take from anywhere&amp;quot; control is a toggle-button whose interpretation is as follows:&lt;br /&gt;
&lt;br /&gt;
In classical ASCII mode:&lt;br /&gt;
&lt;br /&gt;
* *️⃣➡️ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will be accepted&amp;quot; (green arrow)&lt;br /&gt;
* *️⃣❌ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will not be accepted&amp;quot; (red/orange &amp;quot;X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In vanilla graphics mode:&lt;br /&gt;
&lt;br /&gt;
* Highlighted Green - means the stockpile will give/take items from anywhere&lt;br /&gt;
* Not Highlighted Green - means the stockpile will NOT give/take items from anywhere (and will only give/take to the other stockpiles or workshops you manually designate)&lt;br /&gt;
&lt;br /&gt;
Citizens may still have leftover &amp;quot;haul item to the stockpile&amp;quot; tasks to a particular stockpile even after &amp;quot;will take from anywhere&amp;quot; has been turned off for it, or even setting its desired items to &amp;quot;none&amp;quot;, resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks.&lt;br /&gt;
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== Stockpile categories ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.&lt;br /&gt;
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===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
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This type of stockpile cannot use bins or barrels.&lt;br /&gt;
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===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
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Note that if refuse is enabled on the stockpile, armor and clothing will [[wear]] at an accelerated rate.&lt;br /&gt;
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===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.&lt;br /&gt;
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===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
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===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here, several thousand of them fitting into a single bin.&lt;br /&gt;
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===[[Corpse|Corpses]]===&lt;br /&gt;
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.&lt;br /&gt;
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If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
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===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.&lt;br /&gt;
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Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
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Note that if refuse is enabled on the stockpile, clothes and armor will [[wear]] at an accelerated rate.&lt;br /&gt;
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=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products  -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
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Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
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Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].  Food stockpiles should, in most cases, be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
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Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in. If you are playing with [[Utility:DFHack|DFHack]], you can use the search function to show only fat or tallow- the permit and forbid keys to toggle only those visible in the list.&lt;br /&gt;
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===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.&lt;br /&gt;
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Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
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Furniture cannot be stored in barrels or bins.&lt;br /&gt;
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If you choose to apply advanced stockpiling of furniture e.g. &amp;quot;make a stockpile for only [[Furniture]]&amp;gt;[[Bed]]s.&amp;quot; Merely selecting &amp;quot;beds&amp;quot; under the &amp;quot;Type&amp;quot; category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select &amp;quot;all&amp;quot; on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].&lt;br /&gt;
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===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
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===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
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===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot, because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
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If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
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An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
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[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
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Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that all armor and clothing stored in a refuse stockpile will suffer [[wear]] at an accelerated rate. This is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
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Be careful on evil biomes, since some can reanimate dead creatures and body parts.  If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.&lt;br /&gt;
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The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]].  If your dwarves are not cleaning up bodies, this is probably why.&lt;br /&gt;
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===[[Sheets]]===&lt;br /&gt;
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.&lt;br /&gt;
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===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
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===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
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===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.  Wood stockpiles will also accept &amp;quot;grown&amp;quot; wood logs that elves bring.&lt;br /&gt;
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This type of stockpile cannot use bins or barrels.&lt;br /&gt;
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===Additional Options===&lt;br /&gt;
The options are &amp;quot;Allow Plant/Animal&amp;quot; (organic goods) and &amp;quot;Allow Non-Plant/Animal (non-organic goods). Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling &amp;quot;Additional Options&amp;quot; is a common cause of stockpile problems, and these options generally aren't useful anyway.&lt;br /&gt;
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=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.&lt;br /&gt;
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== Stockpile Settings ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last four will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
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=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
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=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
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A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
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See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) are listed under {{key|R}}ooms.&lt;br /&gt;
&lt;br /&gt;
== Custom Stockpile Uses ==&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.&lt;br /&gt;
* Marksdwarves may refuse to use ammo stored in bins.{{Bug|2706}}&lt;br /&gt;
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
* Disabling &amp;quot;Additional Options&amp;quot; in the stockpile menu is a common source of stockpile problems.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:&lt;br /&gt;
&lt;br /&gt;
* Do you have idle dwarves?&lt;br /&gt;
** Do the idle dwarves have the appropriate hauling labors enabled?&lt;br /&gt;
** Are the idle dwarves constantly taking and cancelling other jobs? &lt;br /&gt;
* Do you have a stockpile that wants this item?&lt;br /&gt;
** Is there an empty spot in the stockpile?&lt;br /&gt;
*** Note that hidden items and wheelbarrows tie up stockpile tiles.&lt;br /&gt;
** Can the idle dwarves path to the stockpile and the item?&lt;br /&gt;
** Is the stockpile set to accept from anywhere, not just links?&lt;br /&gt;
** Check both the item's type and its material, in stockpiles that can filter materials.&lt;br /&gt;
** Check that the armor/weapon stockpile setting is &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; as appropriate.&lt;br /&gt;
** Check that &amp;quot;Additional Options&amp;quot; are set correctly to allow the desired items.&lt;br /&gt;
* Is the item unforbidden?&lt;br /&gt;
* Is the item accessible (no civilian alert, burrows, etc.)?&lt;br /&gt;
* Is the item not owned by any dwarf?&lt;br /&gt;
* Is the item not tasked for a job?&lt;br /&gt;
* Is the item not assigned for use in any buildings/constructions?&lt;br /&gt;
* Check your standing orders (o), and make sure this kind of item can be gathered.&lt;br /&gt;
** For refuse, make sure dwarves are allowed to gather refuse that is &amp;quot;outside&amp;quot; (o r).&lt;br /&gt;
* Does the stockpile have wheelbarrows assigned?  If so, are they all in use?&lt;br /&gt;
* If the item normally goes in a container, do you have suitable unused containers?&lt;br /&gt;
* Is the item claimed by a location (hospital, tavern, library, temple)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stockpile]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=291026</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=291026"/>
		<updated>2023-02-17T13:10:18Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Will take from anywhere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
== Creating and Removing Stockpiles == &lt;br /&gt;
&lt;br /&gt;
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking &amp;quot;Accept&amp;quot; in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. After clicking &amp;quot;accept&amp;quot;, a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select &amp;quot;Custom&amp;quot; to define your own rules.&lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
To edit a stockpile, click the &amp;quot;Stockpile&amp;quot; button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.&lt;br /&gt;
&lt;br /&gt;
When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to transfer items from one stockpile to another. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
Stockpiles may also take from a workshop, using the same interface ({{k|q}}-{{k|t}}, then select a workshop instead of a second stockpile). In this setup, any items produced inside the workshop (visible with {{k|t}}) become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.&lt;br /&gt;
&lt;br /&gt;
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to &amp;quot;take from links only&amp;quot;, so the harvesters do not waste their time.&lt;br /&gt;
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to &amp;quot;take from links only&amp;quot;), so that it only gets new clothing produced in that workshop. If another stockpile with &amp;quot;take from anywhere&amp;quot; and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile, or to a workshop.  When giving to a stockpile, an equal and opposite &amp;quot;take from stockpile&amp;quot; is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.&lt;br /&gt;
&lt;br /&gt;
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The ''max bin'' and ''max barrel'' settings control the number of barrels and bins that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the number of [[wheelbarrow]]s assigned to the stockpile. This limit can be set anywhere from 0 to the total number of tiles in the stockpile.&lt;br /&gt;
&lt;br /&gt;
If set to 0 (which is the default for all stockpiles other than stone stockpiles), the stockpile will generate a separate hauling job for each item that needs to be placed in it -- potentially one job per tile in the stockpile, simultaneously.&lt;br /&gt;
&lt;br /&gt;
If set to non-zero, then that number of wheelbarrows will be brought to the stockpile.  Once a stockpile has wheelbarrows assigned and moved to it, the number of wheelbarrows will act as a limit on the number of simultaneous hauling jobs for moving items to that stockpile.  Each hauling job will be performed using a wheelbarrow, rather than by hand. You can see this as fine-tuning the speed of collection of the desired items.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, wheelbarrows are currently rather buggy, and may actually reduce the efficiency of your stockpiles; see [[Wheelbarrow]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s can also be used for efficient hauling, although they require a much greater infrastructure investment.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk.&lt;br /&gt;
&lt;br /&gt;
The new &amp;quot;will take from anywhere&amp;quot; control is a toggle-button whose interpretation is as follows:&lt;br /&gt;
&lt;br /&gt;
In classical ASCII mode:&lt;br /&gt;
&lt;br /&gt;
* *️⃣➡️ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will be accepted&amp;quot; (green arrow)&lt;br /&gt;
* *️⃣❌ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will not be accepted&amp;quot; (red/orange &amp;quot;X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In vanilla graphics mode:&lt;br /&gt;
&lt;br /&gt;
* Highlighted Green - meams the stockpile will give/take items from anywhere&lt;br /&gt;
* Not Highlighted Green - meams the stockpile will NOT give/take items from anywhere (and will only give/take to the other stockpiles or workshops you manually designate)&lt;br /&gt;
&lt;br /&gt;
Citizens may still have leftover &amp;quot;haul item to the stockpile&amp;quot; tasks to a particular stockpile even after &amp;quot;will take from anywhere&amp;quot; has been turned off for it, or even setting its desired items to &amp;quot;none&amp;quot;, resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
Note that if refuse is enabled on the stockpile, armor and clothing will [[wear]] at an accelerated rate.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here, several thousand of them fitting into a single bin.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse|Corpses]]===&lt;br /&gt;
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.&lt;br /&gt;
&lt;br /&gt;
If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
Note that if refuse is enabled on the stockpile, clothes and armor will [[wear]] at an accelerated rate.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products  -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].  Food stockpiles should, in most cases, be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
Fat and tallow go in the same list and are listed by animal, meaning that manual separation of fat and tallow takes a ''long'' time. Because fat will only ever enter your fortress at a butcher's shop, it is possible to link a general fat/tallow stockpile to the butchers' and have it take only from links. It may be necessary to link the butchers' to the stockpile you want the other butchery products to end up in. If you are playing with [[Utility:DFHack|DFHack]], you can use the search function to show only fat or tallow- the permit and forbid keys to toggle only those visible in the list.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
Furniture cannot be stored in barrels or bins.&lt;br /&gt;
&lt;br /&gt;
If you choose to apply advanced stockpiling of furniture e.g. &amp;quot;make a stockpile for only [[Furniture]]&amp;gt;[[Bed]]s.&amp;quot; Merely selecting &amp;quot;beds&amp;quot; under the &amp;quot;Type&amp;quot; category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select &amp;quot;all&amp;quot; on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot, because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Note that all armor and clothing stored in a refuse stockpile will suffer [[wear]] at an accelerated rate. This is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
&lt;br /&gt;
Be careful on evil biomes, since some can reanimate dead creatures and body parts.  If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.&lt;br /&gt;
&lt;br /&gt;
The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]].  If your dwarves are not cleaning up bodies, this is probably why.&lt;br /&gt;
&lt;br /&gt;
===[[Sheets]]===&lt;br /&gt;
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.  Wood stockpiles will also accept &amp;quot;grown&amp;quot; wood logs that elves bring.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
The options are &amp;quot;Allow Plant/Animal&amp;quot; (organic goods) and &amp;quot;Allow Non-Plant/Animal (non-organic goods). Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling &amp;quot;Additional Options&amp;quot; is a common cause of stockpile problems, and these options generally aren't useful anyway.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that any custom stockpile that accepts any type of [[refuse]] will cause automatic [[wear|degradation]] to all [[clothing]] and [[armor]] stored in that stockpile. It is highly advisable to store your [[shell]]s and [[bone]]s in a separate stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last four will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) are listed under {{key|R}}ooms.&lt;br /&gt;
&lt;br /&gt;
== Custom Stockpile Uses ==&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.&lt;br /&gt;
* Marksdwarves may refuse to use ammo stored in bins.{{Bug|2706}}&lt;br /&gt;
* [[Hauling]] blocks access to items stored in [[container]]s; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
* Disabling &amp;quot;Additional Options&amp;quot; in the stockpile menu is a common source of stockpile problems.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:&lt;br /&gt;
&lt;br /&gt;
* Do you have idle dwarves?&lt;br /&gt;
** Do the idle dwarves have the appropriate hauling labors enabled?&lt;br /&gt;
** Are the idle dwarves constantly taking and cancelling other jobs? &lt;br /&gt;
* Do you have a stockpile that wants this item?&lt;br /&gt;
** Is there an empty spot in the stockpile?&lt;br /&gt;
*** Note that hidden items and wheelbarrows tie up stockpile tiles.&lt;br /&gt;
** Can the idle dwarves path to the stockpile and the item?&lt;br /&gt;
** Is the stockpile set to accept from anywhere, not just links?&lt;br /&gt;
** Check both the item's type and its material, in stockpiles that can filter materials.&lt;br /&gt;
** Check that the armor/weapon stockpile setting is &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; as appropriate.&lt;br /&gt;
** Check that &amp;quot;Additional Options&amp;quot; are set correctly to allow the desired items.&lt;br /&gt;
* Is the item unforbidden?&lt;br /&gt;
* Is the item accessible (no civilian alert, burrows, etc.)?&lt;br /&gt;
* Is the item not owned by any dwarf?&lt;br /&gt;
* Is the item not tasked for a job?&lt;br /&gt;
* Is the item not assigned for use in any buildings/constructions?&lt;br /&gt;
* Check your standing orders (o), and make sure this kind of item can be gathered.&lt;br /&gt;
** For refuse, make sure dwarves are allowed to gather refuse that is &amp;quot;outside&amp;quot; (o r).&lt;br /&gt;
* Does the stockpile have wheelbarrows assigned?  If so, are they all in use?&lt;br /&gt;
* If the item normally goes in a container, do you have suitable unused containers?&lt;br /&gt;
* Is the item claimed by a location (hospital, tavern, library, temple)?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stockpile]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Barracks&amp;diff=290984</id>
		<title>Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Barracks&amp;diff=290984"/>
		<updated>2023-02-16T18:00:13Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Barracks sleeping quarters.png|thumb|Squad sleeping quarters]]&lt;br /&gt;
&lt;br /&gt;
A '''barracks''' is a [[zone]] designated for the purpose of housing, training, supplying and otherwise servicing your [[military]]. The barracks' options define how the zone will be used by the [[squad]]s in your military. A single barracks may serve multiple squads.&lt;br /&gt;
&lt;br /&gt;
== Designating ==&lt;br /&gt;
Barracks are defined from a [[zone]] {{Menu icon|z}}. Select Barracks then using the zone paint feature designate the area for the barracks. Once you've designated a barracks, you'll notice a list of the squads in your fort in the information pane. This is where you set which squad uses the barracks, and how. To do so, press {{Menu icon|z}} and select the barracks zone, then select the barracks add squad button, then select the relevant activity for each squad assigned to the barracks:&lt;br /&gt;
&lt;br /&gt;
* '''Sleep''' - assigned squads will be housed here, requiring that enough beds be placed in the barracks (one for each squad member).&lt;br /&gt;
* '''Training''' - assigned squads will [[training|train]] here. Note that [[marksdwarves]] assigned to the barracks will train in melee, including [[Combat_skill#Equipment_skills|hammering]], to train their ranged skill, they require an [[Archery target|archery range]] instead.&lt;br /&gt;
* '''Individual Eq''' and '''Squad Eq''' - Each dwarf in a squad will use a separate container (such as a [[chest]], [[cabinet]] or [[armor stand]]) placed in the barracks to store their equipment.  As you place them, they will be automatically assigned to each dwarf.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
The location of your barracks is a matter of great importance - barracks may often be the location of where your military dwarves will be training, sleeping, or otherwise performing activities. It is important to consider where you expect your enemies ([[goblin]]s, [[forgotten beast]]s, [[titan]]s, etc.) to attack, such as entrances or focal points of your fortress. You may want to build your barracks relatively close to or outside of high-traffic areas, main entrances to your fortress, or chambers with [[trap]]s in them. Planning ahead will allow you to react quicker to an invasion by hostile creatures and save more civilians in the process.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Note that if a squad is [[Schedule|scheduled]] to train, but lacking an assigned barracks, a dwarf's job will be marked as {{DFtext|Soldier (no activity)|6:0:0}}, leaving the squad with nothing to do.&lt;br /&gt;
* Civilians will not sleep in open beds within a defined barracks.  If you would like them to do so, simply use one of the beds in the barracks to designate a [[dormitory]].  To create a dormitory, press {{k|q}}, highlight a bed, press {{k|r}}, then {{k|-}}/{{k|+}} until you have the size you want, then press {{k|d}}. If your dwarves are sleeping on the floor, instead of in one of the beds, then, remember that each bed in a barracks is assigned to one of the dwarves in the squad; press {{k|q}} highlight a bed and press {{k|p}}, and it will tell you which dwarf was assigned to that bed.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Barracks will not store equipment.{{bug|1445}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Emotion&amp;diff=290492</id>
		<title>Emotion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Emotion&amp;diff=290492"/>
		<updated>2023-02-10T22:13:15Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}{{old}}&lt;br /&gt;
[[File:emotions_preview.png|202px|right]]Certain circumstances can evoke a wide range of '''emotions''', both negative and positive, affecting dwarves' [[stress]] levels. Emotional reactions can result from immediate experience, or from revisiting a long-term memory, and are affected by dwarves' [[personalities]] and values, resulting in different reactions to the same circumstances. Recent emotions experienced by dwarves(listed along with their circumstance pairs) are listed in the [[Thoughts and Preferences]] screen. &lt;br /&gt;
&lt;br /&gt;
Different [[thoughts]] can have different &amp;quot;strength&amp;quot;, denoting the effect the emotion has on a dwarf's stress levels (negative numbers reduce stress, while positive numbers increase it) and depends on time elapsed and dwarven personality. This thought strength is then divided by the 'Divider' numbers given in the table. The thought strength is loosely color-coded, with positive thoughts being in blue or green and strong negative thoughts being in red or yellow. Brown thoughts are mildly to moderately negative, and purple and grey ones are pretty much neutral.&lt;br /&gt;
&lt;br /&gt;
: Note that positive thoughts have a ''negative'' number, as they ''reduce'' stress. Numbers closer to 1 or -1 have the strongest effect on stress.&lt;br /&gt;
Many examples of a dwarf feeling emotions are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He was |0:1}}{{dftext|frustrated|6:0}}{{dftext| after being kept from alcohol for too long.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|She was |0:1}}{{dftext|resentful|6:0}}{{dftext| after getting into an argument.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|She was |0:1}}{{dftext|blissful|2:1}}{{dftext| after sleeping in a good bedroom.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He was |0:1}}{{dftext|satisfied|1:1}}{{dftext| near a fine Bed.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He felt |0:1}}{{dftext|fondness|3:1}}{{dftext| talking with an acquaintance.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Within the last season, he was |0:1}}{{dftext|angry|4:1}}{{dftext| dwelling upon|5:0}}{{dftext| getting into an argument.|0:1}}&lt;br /&gt;
&lt;br /&gt;
[[Syndromes]] can cause a creature to feel particular emotions using the CE_FEEL_EMOTION tag.&lt;br /&gt;
When a creature's stress level is high enough, certain negative emotions may create additional effects. These emotions will display a string in the dwarf's General status screen.&lt;br /&gt;
&lt;br /&gt;
A total of 180 emotions are defined within the code, but only 130 of them are currently implemented: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ID !! Emotion !! Divider !! Additional text / Effects at high stress&lt;br /&gt;
|-&lt;br /&gt;
| -1 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anything|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Acceptance|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Adoration|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 2 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Affection|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 3 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Agitation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Aggravation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Agony|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Writhing in agony!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 6 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Alarm|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 7 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Alienation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 8 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Amazement|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Ambivalence|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Amusement|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 11 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anger|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 12 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Angst|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;In existential crisis!&amp;quot; Creature will lie on the ground, pondering the meaning of life, and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 13 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anguish|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Anguished!&amp;quot; Creature will lie on the ground crying and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 14 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Annoyance|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 16 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anxiety|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 17 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Apathy|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 19 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Arousal|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 20 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Astonishment|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 22 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Aversion|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 23 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Awe|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 24 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Bitterness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Bliss|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 26 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Boredom|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 27 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Caring|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 29 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Confusion|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 30 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Contempt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 31 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Contentment|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 34 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Defeat|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 35 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dejection|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 36 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Delight|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 39 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Despair|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disappointment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 41 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disgust|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 42 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disillusionment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 43 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dislike|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 44 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dismay|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 45 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Displeasure|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 46 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Distress|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 47 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Doubt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 49 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Eagerness|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 51 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Elation|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 52 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Embarrassment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 53 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Empathy|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 54 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Emptiness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 55 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Enjoyment|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 57 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Enthusiasm|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 59 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Euphoria|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 60 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Exasperation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 61 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Excitement|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 62 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Exhilaration|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 63 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Expectancy|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 64 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fear|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Experiencing mortal fear!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 65 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Ferocity|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 66 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fondness|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 67 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Freedom|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 68 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fright|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 69 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Frustration|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 71 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gaiety|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 73 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Glee|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 74 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gloom|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 75 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Glumness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 76 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gratitude|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 78 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grief|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 79 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grim Satisfaction|5:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 80 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grouchiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 81 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grumpiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 82 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Guilt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 83 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Happiness|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 84 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hatred|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 86 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hope|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 87 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hopelessness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 88 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Horror|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Overwhelmed by horror!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 90 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Humiliation|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 95 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Insult|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 96 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Interest|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 97 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Irritation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 98 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Isolation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Jolliness|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 101 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Joviality|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 102 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Joy|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 103 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Jubilation|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 105 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Loathing|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 106 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Loneliness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 108 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Love|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 110 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Lust|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 112 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Misery|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Wallowing in misery!&amp;quot; Creature will lie on the ground crying and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 113 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Mortification|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 115 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Nervousness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 116 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Nostalgia|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 117 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Optimism|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 118 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Outrage|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 119 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Panic|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 120 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Patience|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 121 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Passion|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 122 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pessimism|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 124 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pleasure|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 125 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pride|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 126 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rage|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Enraged at all enemies!&amp;quot; Causes Enraged.&lt;br /&gt;
|-&lt;br /&gt;
| 127 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rapture|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 128 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rejection|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 129 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Relief|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 130 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Regret|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 131 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Remorse|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 132 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Repentance|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 133 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Resentment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 135 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Righteous Indignation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 136 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Sadness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 137 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Satisfaction|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 139 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Self Pity|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 141 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Servile|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 142 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shaken|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Shaken to the core!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 143 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shame|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 144 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shock|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;In emotional shock!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 149 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Suspicion|5:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 150 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Sympathy|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 151 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Tenderness|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 153 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Terror|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Overcome by terror!&amp;quot; Creature will flee from enemies. &lt;br /&gt;
Default behavior when experiencing high stress in combat.&lt;br /&gt;
|-&lt;br /&gt;
| 154 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Thrill|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 156 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Triumph|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 157 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Uneasiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 158 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Unhappiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 159 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Vengefulness|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 161 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Wonder|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 162 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Worry|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 163 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Wrath|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 164 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Zeal|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 168 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Restless|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 169 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Admiration|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Emotion]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Emotion&amp;diff=290491</id>
		<title>Emotion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Emotion&amp;diff=290491"/>
		<updated>2023-02-10T22:12:47Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}{{old}}&lt;br /&gt;
[[File:emotions_preview.png|202px|right]]Certain circumstances can evoke a wide range of '''emotions''', both negative and positive, affecting dwarves' [[stress]] levels. Emotional reactions can result from immediate experience, or from revisiting a long-term memory, and are affected by dwarves' [[personalities]] and values, resulting in different reactions to the same circumstances. Recent emotions experienced by dwarves(listed along with their circumstance pairs) are listed in the [[Thoughts and Preferences]] screen. &lt;br /&gt;
&lt;br /&gt;
Different [[thoughts]] can have different &amp;quot;strength&amp;quot;, denoting the effect the emotion has on a dwarf's stress levels (negative numbers reduce stress, while positive numbers increase it) and depends on time elapsed and dwarven personality. This thought strength is then divided by the 'Divider' numbers given in the table. The strength is loosely color-coded, with positive thoughts being in blue or green and strong negative thoughts being in red or yellow. Brown thoughts are mildly to moderately negative, and purple and grey ones are pretty much neutral.&lt;br /&gt;
&lt;br /&gt;
: Note that positive thoughts have a ''negative'' number, as they ''reduce'' stress. Numbers closer to 1 or -1 have the strongest effect on stress.&lt;br /&gt;
Many examples of a dwarf feeling emotions are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He was |0:1}}{{dftext|frustrated|6:0}}{{dftext| after being kept from alcohol for too long.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|She was |0:1}}{{dftext|resentful|6:0}}{{dftext| after getting into an argument.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|She was |0:1}}{{dftext|blissful|2:1}}{{dftext| after sleeping in a good bedroom.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He was |0:1}}{{dftext|satisfied|1:1}}{{dftext| near a fine Bed.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He felt |0:1}}{{dftext|fondness|3:1}}{{dftext| talking with an acquaintance.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Within the last season, he was |0:1}}{{dftext|angry|4:1}}{{dftext| dwelling upon|5:0}}{{dftext| getting into an argument.|0:1}}&lt;br /&gt;
&lt;br /&gt;
[[Syndromes]] can cause a creature to feel particular emotions using the CE_FEEL_EMOTION tag.&lt;br /&gt;
When a creature's stress level is high enough, certain negative emotions may create additional effects. These emotions will display a string in the dwarf's General status screen.&lt;br /&gt;
&lt;br /&gt;
A total of 180 emotions are defined within the code, but only 130 of them are currently implemented: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ID !! Emotion !! Divider !! Additional text / Effects at high stress&lt;br /&gt;
|-&lt;br /&gt;
| -1 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anything|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Acceptance|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Adoration|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 2 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Affection|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 3 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Agitation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Aggravation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Agony|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Writhing in agony!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 6 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Alarm|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 7 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Alienation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 8 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Amazement|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Ambivalence|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Amusement|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 11 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anger|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 12 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Angst|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;In existential crisis!&amp;quot; Creature will lie on the ground, pondering the meaning of life, and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 13 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anguish|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Anguished!&amp;quot; Creature will lie on the ground crying and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 14 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Annoyance|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 16 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anxiety|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 17 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Apathy|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 19 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Arousal|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 20 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Astonishment|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 22 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Aversion|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 23 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Awe|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 24 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Bitterness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Bliss|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 26 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Boredom|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 27 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Caring|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 29 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Confusion|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 30 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Contempt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 31 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Contentment|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 34 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Defeat|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 35 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dejection|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 36 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Delight|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 39 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Despair|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disappointment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 41 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disgust|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 42 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disillusionment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 43 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dislike|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 44 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dismay|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 45 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Displeasure|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 46 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Distress|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 47 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Doubt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 49 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Eagerness|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 51 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Elation|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 52 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Embarrassment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 53 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Empathy|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 54 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Emptiness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 55 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Enjoyment|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 57 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Enthusiasm|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 59 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Euphoria|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 60 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Exasperation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 61 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Excitement|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 62 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Exhilaration|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 63 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Expectancy|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 64 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fear|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Experiencing mortal fear!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 65 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Ferocity|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 66 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fondness|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 67 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Freedom|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 68 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fright|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 69 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Frustration|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 71 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gaiety|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 73 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Glee|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 74 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gloom|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 75 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Glumness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 76 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gratitude|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 78 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grief|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 79 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grim Satisfaction|5:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 80 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grouchiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 81 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grumpiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 82 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Guilt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 83 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Happiness|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 84 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hatred|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 86 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hope|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 87 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hopelessness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 88 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Horror|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Overwhelmed by horror!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 90 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Humiliation|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 95 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Insult|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 96 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Interest|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 97 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Irritation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 98 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Isolation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Jolliness|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 101 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Joviality|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 102 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Joy|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 103 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Jubilation|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 105 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Loathing|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 106 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Loneliness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 108 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Love|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 110 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Lust|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 112 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Misery|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Wallowing in misery!&amp;quot; Creature will lie on the ground crying and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 113 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Mortification|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 115 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Nervousness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 116 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Nostalgia|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 117 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Optimism|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 118 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Outrage|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 119 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Panic|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 120 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Patience|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 121 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Passion|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 122 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pessimism|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 124 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pleasure|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 125 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pride|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 126 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rage|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Enraged at all enemies!&amp;quot; Causes Enraged.&lt;br /&gt;
|-&lt;br /&gt;
| 127 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rapture|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 128 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rejection|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 129 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Relief|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 130 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Regret|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 131 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Remorse|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 132 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Repentance|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 133 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Resentment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 135 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Righteous Indignation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 136 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Sadness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 137 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Satisfaction|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 139 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Self Pity|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 141 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Servile|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 142 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shaken|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Shaken to the core!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 143 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shame|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 144 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shock|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;In emotional shock!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 149 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Suspicion|5:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 150 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Sympathy|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 151 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Tenderness|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 153 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Terror|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Overcome by terror!&amp;quot; Creature will flee from enemies. &lt;br /&gt;
Default behavior when experiencing high stress in combat.&lt;br /&gt;
|-&lt;br /&gt;
| 154 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Thrill|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 156 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Triumph|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 157 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Uneasiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 158 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Unhappiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 159 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Vengefulness|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 161 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Wonder|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 162 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Worry|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 163 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Wrath|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 164 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Zeal|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 168 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Restless|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 169 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Admiration|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Emotion]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Emotion&amp;diff=290490</id>
		<title>Emotion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Emotion&amp;diff=290490"/>
		<updated>2023-02-10T22:12:25Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}{{old}}&lt;br /&gt;
[[File:emotions_preview.png|202px|right]]Certain circumstances can evoke a wide range of '''emotions''', both negative and positive, affecting dwarves' [[stress]] levels. Emotional reactions can result from immediate experience, or from revisiting a long-term memory, and are affected by dwarves' [[personalities]] and values, resulting in different reactions to the same circumstances. Recent emotions experienced by dwarves(listed along with their circumstance pairs) are listed in the [[Thoughts and Preferences]] screen. &lt;br /&gt;
&lt;br /&gt;
Different [[thoughts]] can have different &amp;quot;strength&amp;quot;, denoting the effect the emotion has on a dwarf's stress levels (negative numbers reduce stress, while positive numbers increase it) and depends on time elapsed and dwarven personality. This thought strength is then divided by the 'Divider' numbers given in the table. The &amp;quot;strength&amp;quot; of the emotional reactions is loosely color-coded, with positive thoughts being in blue or green and strong negative thoughts being in red or yellow. Brown thoughts are mildly to moderately negative, and purple and grey ones are pretty much neutral.&lt;br /&gt;
&lt;br /&gt;
: Note that positive thoughts have a ''negative'' number, as they ''reduce'' stress. Numbers closer to 1 or -1 have the strongest effect on stress.&lt;br /&gt;
Many examples of a dwarf feeling emotions are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He was |0:1}}{{dftext|frustrated|6:0}}{{dftext| after being kept from alcohol for too long.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|She was |0:1}}{{dftext|resentful|6:0}}{{dftext| after getting into an argument.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|She was |0:1}}{{dftext|blissful|2:1}}{{dftext| after sleeping in a good bedroom.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He was |0:1}}{{dftext|satisfied|1:1}}{{dftext| near a fine Bed.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He felt |0:1}}{{dftext|fondness|3:1}}{{dftext| talking with an acquaintance.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Within the last season, he was |0:1}}{{dftext|angry|4:1}}{{dftext| dwelling upon|5:0}}{{dftext| getting into an argument.|0:1}}&lt;br /&gt;
&lt;br /&gt;
[[Syndromes]] can cause a creature to feel particular emotions using the CE_FEEL_EMOTION tag.&lt;br /&gt;
When a creature's stress level is high enough, certain negative emotions may create additional effects. These emotions will display a string in the dwarf's General status screen.&lt;br /&gt;
&lt;br /&gt;
A total of 180 emotions are defined within the code, but only 130 of them are currently implemented: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ID !! Emotion !! Divider !! Additional text / Effects at high stress&lt;br /&gt;
|-&lt;br /&gt;
| -1 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anything|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Acceptance|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Adoration|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 2 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Affection|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 3 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Agitation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Aggravation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Agony|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Writhing in agony!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 6 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Alarm|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 7 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Alienation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 8 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Amazement|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Ambivalence|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Amusement|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 11 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anger|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 12 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Angst|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;In existential crisis!&amp;quot; Creature will lie on the ground, pondering the meaning of life, and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 13 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anguish|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Anguished!&amp;quot; Creature will lie on the ground crying and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 14 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Annoyance|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 16 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anxiety|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 17 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Apathy|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 19 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Arousal|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 20 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Astonishment|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 22 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Aversion|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 23 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Awe|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 24 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Bitterness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Bliss|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 26 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Boredom|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 27 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Caring|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 29 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Confusion|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 30 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Contempt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 31 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Contentment|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 34 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Defeat|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 35 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dejection|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 36 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Delight|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 39 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Despair|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disappointment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 41 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disgust|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 42 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disillusionment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 43 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dislike|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 44 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dismay|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 45 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Displeasure|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 46 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Distress|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 47 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Doubt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 49 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Eagerness|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 51 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Elation|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 52 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Embarrassment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 53 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Empathy|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 54 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Emptiness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 55 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Enjoyment|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 57 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Enthusiasm|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 59 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Euphoria|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 60 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Exasperation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 61 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Excitement|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 62 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Exhilaration|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 63 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Expectancy|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 64 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fear|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Experiencing mortal fear!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 65 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Ferocity|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 66 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fondness|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 67 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Freedom|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 68 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fright|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 69 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Frustration|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 71 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gaiety|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 73 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Glee|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 74 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gloom|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 75 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Glumness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 76 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gratitude|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 78 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grief|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 79 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grim Satisfaction|5:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 80 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grouchiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 81 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grumpiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 82 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Guilt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 83 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Happiness|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 84 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hatred|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 86 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hope|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 87 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hopelessness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 88 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Horror|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Overwhelmed by horror!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 90 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Humiliation|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 95 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Insult|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 96 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Interest|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 97 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Irritation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 98 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Isolation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Jolliness|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 101 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Joviality|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 102 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Joy|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 103 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Jubilation|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 105 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Loathing|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 106 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Loneliness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 108 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Love|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 110 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Lust|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 112 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Misery|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Wallowing in misery!&amp;quot; Creature will lie on the ground crying and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 113 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Mortification|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 115 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Nervousness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 116 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Nostalgia|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 117 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Optimism|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 118 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Outrage|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 119 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Panic|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 120 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Patience|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 121 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Passion|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 122 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pessimism|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 124 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pleasure|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 125 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pride|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 126 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rage|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Enraged at all enemies!&amp;quot; Causes Enraged.&lt;br /&gt;
|-&lt;br /&gt;
| 127 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rapture|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 128 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rejection|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 129 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Relief|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 130 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Regret|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 131 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Remorse|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 132 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Repentance|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 133 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Resentment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 135 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Righteous Indignation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 136 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Sadness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 137 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Satisfaction|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 139 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Self Pity|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 141 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Servile|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 142 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shaken|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Shaken to the core!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 143 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shame|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 144 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shock|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;In emotional shock!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 149 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Suspicion|5:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 150 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Sympathy|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 151 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Tenderness|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 153 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Terror|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Overcome by terror!&amp;quot; Creature will flee from enemies. &lt;br /&gt;
Default behavior when experiencing high stress in combat.&lt;br /&gt;
|-&lt;br /&gt;
| 154 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Thrill|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 156 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Triumph|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 157 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Uneasiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 158 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Unhappiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 159 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Vengefulness|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 161 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Wonder|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 162 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Worry|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 163 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Wrath|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 164 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Zeal|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 168 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Restless|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 169 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Admiration|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Emotion]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Emotion&amp;diff=290489</id>
		<title>Emotion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Emotion&amp;diff=290489"/>
		<updated>2023-02-10T22:12:04Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}{{old}}&lt;br /&gt;
[[File:emotions_preview.png|202px|right]]Certain circumstances can evoke a wide range of '''emotions''', both negative and positive, affecting dwarves' [[stress]] levels. Emotional reactions can result from immediate experience, or from revisiting a long-term memory, and are affected by dwarves' [[personalities]] and values, resulting in different reactions to the same circumstances. Recent emotions experienced by dwarves(listed along with their circumstance pairs) are listed in the [[Thoughts and Preferences]] screen. &lt;br /&gt;
&lt;br /&gt;
Different [[thoughts]] can have different &amp;quot;strength&amp;quot;, denoting the effect the emotion has on a dwarf's stress levels (negative numbers reduce stress, while positive numbers increase it) and depends on time elapsed and dwarven personality. This thought strength is then divided by the 'Divider' numbers given in the table.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;strength&amp;quot; of the emotional reactions is loosely color-coded, with positive thoughts being in blue or green and strong negative thoughts being in red or yellow. Brown thoughts are mildly to moderately negative, and purple and grey ones are pretty much neutral.&lt;br /&gt;
&lt;br /&gt;
: Note that positive thoughts have a ''negative'' number, as they ''reduce'' stress. Numbers closer to 1 or -1 have the strongest effect on stress.&lt;br /&gt;
Many examples of a dwarf feeling emotions are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He was |0:1}}{{dftext|frustrated|6:0}}{{dftext| after being kept from alcohol for too long.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|She was |0:1}}{{dftext|resentful|6:0}}{{dftext| after getting into an argument.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|She was |0:1}}{{dftext|blissful|2:1}}{{dftext| after sleeping in a good bedroom.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He was |0:1}}{{dftext|satisfied|1:1}}{{dftext| near a fine Bed.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|He felt |0:1}}{{dftext|fondness|3:1}}{{dftext| talking with an acquaintance.|0:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Within the last season, he was |0:1}}{{dftext|angry|4:1}}{{dftext| dwelling upon|5:0}}{{dftext| getting into an argument.|0:1}}&lt;br /&gt;
&lt;br /&gt;
[[Syndromes]] can cause a creature to feel particular emotions using the CE_FEEL_EMOTION tag.&lt;br /&gt;
When a creature's stress level is high enough, certain negative emotions may create additional effects. These emotions will display a string in the dwarf's General status screen.&lt;br /&gt;
&lt;br /&gt;
A total of 180 emotions are defined within the code, but only 130 of them are currently implemented: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ID !! Emotion !! Divider !! Additional text / Effects at high stress&lt;br /&gt;
|-&lt;br /&gt;
| -1 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anything|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 0 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Acceptance|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Adoration|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 2 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Affection|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 3 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Agitation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Aggravation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Agony|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Writhing in agony!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 6 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Alarm|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 7 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Alienation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 8 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Amazement|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Ambivalence|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 10 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Amusement|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 11 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anger|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 12 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Angst|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;In existential crisis!&amp;quot; Creature will lie on the ground, pondering the meaning of life, and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 13 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anguish|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Anguished!&amp;quot; Creature will lie on the ground crying and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 14 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Annoyance|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 16 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Anxiety|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 17 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Apathy|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 19 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Arousal|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 20 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Astonishment|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 22 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Aversion|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 23 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Awe|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 24 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Bitterness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 25 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Bliss|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 26 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Boredom|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 27 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Caring|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 29 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Confusion|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 30 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Contempt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 31 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Contentment|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 34 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Defeat|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 35 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dejection|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 36 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Delight|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 39 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Despair|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disappointment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 41 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disgust|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 42 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Disillusionment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 43 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dislike|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 44 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Dismay|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 45 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Displeasure|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 46 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Distress|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 47 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Doubt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 49 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Eagerness|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 51 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Elation|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 52 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Embarrassment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 53 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Empathy|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 54 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Emptiness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 55 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Enjoyment|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 57 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Enthusiasm|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 59 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Euphoria|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 60 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Exasperation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 61 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Excitement|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 62 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Exhilaration|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 63 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Expectancy|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 64 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fear|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Experiencing mortal fear!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 65 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Ferocity|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 66 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fondness|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 67 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Freedom|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 68 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Fright|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 69 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Frustration|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 71 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gaiety|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 73 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Glee|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 74 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gloom|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 75 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Glumness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 76 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Gratitude|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 78 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grief|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 79 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grim Satisfaction|5:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 80 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grouchiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 81 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Grumpiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 82 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Guilt|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 83 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Happiness|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 84 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hatred|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 86 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hope|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 87 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Hopelessness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 88 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Horror|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Overwhelmed by horror!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 90 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Humiliation|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 95 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Insult|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 96 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Interest|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 97 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Irritation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 98 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Isolation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 100 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Jolliness|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 101 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Joviality|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 102 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Joy|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 103 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Jubilation|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 105 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Loathing|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 106 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Loneliness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 108 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Love|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 110 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Lust|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 112 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Misery|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Wallowing in misery!&amp;quot; Creature will lie on the ground crying and will not move.&lt;br /&gt;
|-&lt;br /&gt;
| 113 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Mortification|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 115 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Nervousness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 116 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Nostalgia|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 117 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Optimism|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 118 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Outrage|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF9999&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 119 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Panic|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 120 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Patience|7:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 121 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Passion|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 122 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pessimism|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 124 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pleasure|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 125 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Pride|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 126 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rage|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Enraged at all enemies!&amp;quot; Causes Enraged.&lt;br /&gt;
|-&lt;br /&gt;
| 127 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rapture|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#77FF77&amp;quot;| -1&lt;br /&gt;
|-&lt;br /&gt;
| 128 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Rejection|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 129 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Relief|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 130 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Regret|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 131 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Remorse|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 132 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Repentance|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 133 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Resentment|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 135 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Righteous Indignation|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 136 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Sadness|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 137 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Satisfaction|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 139 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Self Pity|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 141 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Servile|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFFFFF&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 142 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shaken|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Shaken to the core!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 143 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shame|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 144 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Shock|6:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;In emotional shock!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 149 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Suspicion|5:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 150 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Sympathy|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 151 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Tenderness|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 153 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Terror|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|&amp;quot;Overcome by terror!&amp;quot; Creature will flee from enemies. &lt;br /&gt;
Default behavior when experiencing high stress in combat.&lt;br /&gt;
|-&lt;br /&gt;
| 154 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Thrill|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 156 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Triumph|2:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#99FF99&amp;quot;| -2&lt;br /&gt;
|-&lt;br /&gt;
| 157 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Uneasiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 158 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Unhappiness|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 159 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Vengefulness|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFBBBB&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 161 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Wonder|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|-&lt;br /&gt;
| 162 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Worry|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 163 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Wrath|4:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#FF7777&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 164 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Zeal|1:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#BBFFBB&amp;quot;| -4&lt;br /&gt;
|-&lt;br /&gt;
| 168 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Restless|6:0}}&lt;br /&gt;
|style=&amp;quot;background-color:#FFDDDD&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 169 &lt;br /&gt;
|style=&amp;quot;background-color:#000000&amp;quot;|{{DFtext|Admiration|3:1}}&lt;br /&gt;
|style=&amp;quot;background-color:#DDFFDD&amp;quot;| -8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Emotion]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambush&amp;diff=290324</id>
		<title>Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambush&amp;diff=290324"/>
		<updated>2023-02-08T14:08:45Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &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:Goblin ambush.jpg|thumb|right|350px|A [[goblin]] ambush (read: prime [[goblinite]]) can result in dangerous amounts of [[fun]] if not spotted early - as here.]]&lt;br /&gt;
An '''ambush''' is a type of attack in [[fortress mode]] where a small force of enemy {{Catlink|humanoids}} attempts a sneak attack on your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by relatively small populations.  Enemies arrive in one or more separate &amp;quot;squads&amp;quot; of maybe 6-10 individuals that (try to) work and move as a team, similar to a dwarf military [[squad]].&lt;br /&gt;
&lt;br /&gt;
Unlike [[siege]]s, ambushes are not [[announcement|announced]] immediately, and the attacking units are only revealed when your fortress becomes aware of the attackers in a way that does trigger an announcement, either when they set off a [[cage trap]] or come sufficiently close to a dwarf, [[caravan]] member, or [[pet]] (they ignore non-hostile wildlife). Ambushes can also be discovered manually if you, as a player, happen upon on an invader [[corpse]] and some [[goblinite]] in one of your weapon [[trap]]s (which do not cause announcements when they are triggered). Once an ambush squad is detected visually by a dwarf or pet, an ambush will generate a [[Announcement#Major announcement|major announcement]], the wording of which depends on the invader. There may be more than one enemy squad on the map, and each must be detected separately. &lt;br /&gt;
&lt;br /&gt;
Ambushes, just like [[siege]]s, nearly always happen at the beginning of a season, generally in the first 15 days of the first month. Ambushes tend to arrive with [[caravan]]s, but can happen at any time. Note that elves will usually ambush with more than one squad (up to 50+), each of which has to be detected separately and triggers a separate announcement. If ambushers are caught in cage traps, they will be marked as Caged Prisoner in the unit screen. These prisoners can be dragged around between cages (or tossed over tall towers), although there may be a risk of jailbreak in this version of the game. If you abandon your fortress while an ambush is active, you will receive the message &amp;quot;Your strength has been broken.&amp;quot; Finally, when the leader of an ambush is killed (or captured), but not the other units, they will stand around and &amp;quot;wait&amp;quot; for their leader; this is probably a [[bug]].&lt;br /&gt;
&lt;br /&gt;
== Types of ambushes ==&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
[[File:RT-Third Ambush 01.png|thumb|right|400px|A goblin ambush imparts some [[fun|!!FUN!!]] new lines in a player's [[announcement]]s screen.]]&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
{{dftext|An ambush! Curse them!|4:1}}&lt;br /&gt;
&lt;br /&gt;
[[Goblin]] ambushes are usually announced with the message &amp;quot;An ambush!  Curse them!&amp;quot;, though this is occasionally modified to &amp;quot;A human has sprung from ambush!&amp;quot; if a captured [[human]] leads the [[squad]] (human [[civilization]]s themselves do not send ambushes, only [[siege]]s). Goblin ambushes are attracted by relatively high amounts of wealth; beyond a certain threshold, the higher the wealth, the more attractive your fortress becomes as a goblin ambush target.&lt;br /&gt;
&lt;br /&gt;
Goblins usually enter the map with two to four squads, each of which must be detected separately. On the sliding scale of [[wealth]] attraction goblin ambushes lie squarely between [[thief|thieves]]/[[snatcher]]s and [[siege]]s, but are infinitely more annoying; snatchers are a mere nuisance and sieges can usually be dealt with, but you might not find an ambush until it's too late to prevent them from entering your fortress and slaughtering your populace (or staying outside of it and killing off your [[wood cutter]]s, or your [[plant gathering|plant gatherers]], or your [[meat industry|livestock]], or your [[fisherdwarf|fisherdwarvers]], or your [[ambusher]]s, or...). Dealing with the threat of a hidden ambush is an important element in [[military design]].&lt;br /&gt;
&lt;br /&gt;
It may be preferable to avoid goblin ambushes as much as possible by holding wealth down early on, and then creating a large number of high-value objects as possible in a short period of time on the way to &amp;quot;siege level&amp;quot; fortress wealth attraction. This reduces your exposure to ambushes, but means you have to deal with sieges off the bat instead.&lt;br /&gt;
&lt;br /&gt;
As of v0.42.04, goblin ambushes no longer happen due to their entity raws having its &amp;lt;code&amp;gt;[[Entity token#AMBUSHER|[AMBUSHER]]]&amp;lt;/code&amp;gt; tag removed. Sieges still do occur after your fortress exceeds the population of 80, though.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
{{dftext|An ambush! Curse all friends of nature!|4:1}}&lt;br /&gt;
&lt;br /&gt;
[[Elven]] ambushes may occur if your [[civilization]] is at war with a neighboring elven civilization {{version|0.44.03}}. These ambushes have the same structure as the elven sieges, where their numbers and the nature of an ambush may very well catch an unprepared fortress off-guard. They might also bring exotic beasts as they may do during sieges, as well as [[animal people]] that can fight alongside the elves.&lt;br /&gt;
&lt;br /&gt;
As soon as an ambush is detected, a group of a dozen elves will appear at the map. Be aware that an ambush does not only have one wave of enemies, but detection of several scores of elves is highly possible. But as with elven sieges, the elves themselves are very poorly equipped and carry only [[wood]]en armor and weaponry. [[Clothing]] is also known to be dropped by slain &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; elves.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
{{dftext|An ambush! Skulking vermin!|4:1}}&lt;br /&gt;
&lt;br /&gt;
[[Kobold]] ambushes are triggered by a long enough string of successful kobold thievery. This usually only happens when kobold thieves manage to steal from an outdoor cache of some sort that your dwarves cannot access for some reason, possibly fallen [[goblinite]] from or during an ongoing siege. Kobold ambushes are mostly notable for being much more annoying than kobold thieves, and should not be allowed to occur.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the first ambushes from kobolds are full of recruits who have never seen a dwarf in their life, and will almost always scatter and run away instead of fighting.&lt;br /&gt;
&lt;br /&gt;
=== Necromancers ===&lt;br /&gt;
{{dftext|An ambush! Drive them out!|4:1}}&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s will also occasionally ambush your fortress, if you are in range of their [[Tower (necromancy)|tower]] and they opt out of a full-on [[siege]].  Necromancer ambushes consist of several necromancers, each one being detected individually; an early warning sign for a necromancer ambush is the presence of [[undead]] in non-evil [[biome|biomes]]. The necromancers themselves are harmless, being regular old unarmed humanoids; however, very bad things will happen if they manage to find their way within sight of any left-over goblin sieges, [[corpse]] or [[refuse]] [[stockpile]]s, or (Armok forbid) last month's [[dragon]] invader. For this reason it is highly recommended that fortresses within sounding range of a tower internalize or [[atom smasher|atom smash]] all of their meat byproducts, and set [[standing orders]] to &amp;quot;gather refuse from outside&amp;quot; and clean up any meaty outdoor bits.&lt;br /&gt;
&lt;br /&gt;
=== Cavern Dwellers ===&lt;br /&gt;
{{dftext|Cavern dwellers! Send them back to the darkness!|4:1}}&lt;br /&gt;
[[File:Olm_People_Invaders.png|thumb|right|125px|They just keep coming!]]&lt;br /&gt;
[[File:Don't be next Bomrek.png|200px|thumb|left|Urist didn't make it out. Don't be next, Bomrek.]]&lt;br /&gt;
&lt;br /&gt;
As of v50, upon breaching the [[Caverns]], your fortress may occasionally be attacked by a large swarm of underground [[animal people]], such as [[Olm man|Olm men]]. As with most ambushes, they often remain hidden until they get close enough to attack, but unlike other ambushes, their numbers can be well into the dozens or more, resulting in alert and notification spam as a new wave of them is discovered, so while these appear to use the mechanics of an Ambush, they are somewhere between an Ambush and a Siege.&lt;br /&gt;
&lt;br /&gt;
Cavern Dwellers are typically armed with [[shields]] and [[spears]] made of random military-grade metals, up to and including [[steel]], but no [[armor]]. As such, they are easily dispatched by well-equipped Dwarven veterans, but their numbers can quickly overwhelm even your mightiest warriors if one of them is caught alone during a patrol. They can be especially deadly versus your civilians, as well as any inexperienced fighters or Monster Slayers.&lt;br /&gt;
&lt;br /&gt;
They may attempt to relocate to a safer location in the caverns if they begin to lose, but they sometimes don't fully leave the map - amphibians may dive underwater and lie in wait to lick their wounds, which can have [[Fun]] consequences if your Masterwork Steel-clad dwarves dive in chasing a kill, only to drown when they can't get back out, leaving all of their equipment at the bottom of an infinitely-replenishing lake, potentially forever lost. If this becomes a problem, creating a [[swimming pool]] or other means of teaching your dwarves to swim en masse should become a priority, as should engraved [[slabs]] to prevent [[ghosts]].&lt;br /&gt;
&lt;br /&gt;
As caverns are always &amp;quot;indoors,&amp;quot; massive clouds of [[miasma]] from their rotting corpses can also quickly become an issue for anyone doing work down there, as there are typically far too many to dispose of in a timely fashion.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
[[Quester]]s seeking an artifact may attempt to sneak in and steal their target from your fortress. If discovered, they may run away or attack, depending on their temperament.&lt;br /&gt;
&lt;br /&gt;
[[Werebeast]]s from the wilds may attempt to ambush your fortress during a full moon. If discovered, they trigger a message similar to the one that is shown when a Megabeast attacks (&amp;quot;The Were(creature) (name) has come! ... Now you will know why you fear the night.&amp;quot;). At the conclusion of the full moon, they return to their normal form and attempt to leave the site. If discovered in this state, they will still be announced as above, but with the details of their current form (&amp;quot;The Human (name) has come!  A medium size creature prone to great ambition.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Hidden ambushers do not display combat reports, but their combat actions may be included in other units' combat reports. &lt;br /&gt;
* Upon discovery of an unconscious or otherwise incapacitated ambusher, the game will announce &amp;quot;There is a (creature) hidden away here.&amp;quot; instead of the usual ambush announcement.{{cite forum|35009/581009}}&lt;br /&gt;
* Hidden ambushers are revealed upon death, without any announcement.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Ambushes also occur from Fast Travel in [[Adventurer mode]]. When traveling, other traveling figures are identified as asterisks, and if hostile, then approaching the region tile they occupy will trigger an ambush. Depending on the savagery of the land, you may also be randomly ambushed by the dominant predator(s) of the biome. Traveling alone at night in evil biomes adds the probability of [[bogeyman]] ambush.&lt;br /&gt;
&lt;br /&gt;
When ambushed, the fast travel map will close and you will appear on the local map with your ambusher(s). If they're in view, they will be identified in a major announcement, but if obscured by terrain, distance, or lighting, then the announcement will inform you &amp;quot;You feel uneasy.&amp;quot; As long as your ambushers can detect you or a party member, you will be unable to fast travel, as &amp;quot;You don't feel safe enough to travel.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Typical ambushes come from roving large predators (including giants, giant zombies, night trolls,) and patrols from a hostile settlement nearby (such as from enemy civs or raider camps.)  Muggers harassing towns also trigger ambushes; though they don't appear hostile at first, they intend to commit crimes against persons and property, including yours. And angered settlements or raider groups may take revenge by sending assassins who will strike even in the safe confines of a city. &lt;br /&gt;
&lt;br /&gt;
If you're unprepared for the ambush, you can evade it successfully by escaping your pursuer's view, using terrain, speed, and stealth, until you're able to fast travel safely. This is easiest against random predators who can't detect you at the time of ambush. When evading [[historical figure]]s, fast traveling to another region tile adjacent to it will trigger another ambush, so you must get sufficient distance from them in order to successfully elude them.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Siege]]&lt;br /&gt;
* [[Wealth]]&lt;br /&gt;
* [[Security design]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Ambush]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=290323</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=290323"/>
		<updated>2023-02-08T14:01:50Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Goblin sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu&lt;br /&gt;
}}&lt;br /&gt;
[[File:siege_after.png|thumb|202px|right|Bloody aftermath of a siege.]]&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s (who never go beyond ambushes) and subterranean [[animal people]] (who just don't attack at all). Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at a besieged fortress. They will arrive, though, if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of several &amp;quot;squads&amp;quot;. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one &amp;quot;squad leader&amp;quot; (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted – this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits from their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]] if your fort defense relies on the same kinds of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
*By default, a max of 120 soldiers and 40 monsters can attack your fortress during a siege. This number can be adjusted in the [[d_init.txt]] file.&lt;br /&gt;
*You can turn off sieges and [[forgotten beast]]s altogether by editing the d_init.txt file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
[[File:The last stand by ncorva.jpg|thumb|250px|We hear the drums, they are coming...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ncorva''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s, that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these &amp;quot;groups&amp;quot; usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
&lt;br /&gt;
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]]. Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
[[File:human_siege_preview.png|thumb|250px|right|Being taller helps with war-related things.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by by John Gilbert (1817 - 1897 CE)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress; if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride rather mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s. Be aware that human siegers know of all [[trap]]s that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, every dwarf that dies in battle is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege it, happening potentially as early as ''the first year'', making them an excellent source of surprise [[fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
* Occasionally sieges will not end with all invaders being dealt with. In such cases the siege seems to end after several months by itself. {{Bug|10075}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=290322</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=290322"/>
		<updated>2023-02-08T14:00:32Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Goblin sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu&lt;br /&gt;
}}&lt;br /&gt;
[[File:siege_after.png|thumb|202px|right|Bloody aftermath of a siege.]]&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s (who never go beyond ambushes) and subterranean [[animal people]] (who just don't attack at all). Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at a besieged fortress. They will arrive, though, if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of several &amp;quot;squads&amp;quot;. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one &amp;quot;squad leader&amp;quot; (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted – this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits from their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]] if your fort defense relies on the same kinds of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
*By default, a max of 120 soldiers and 40 monsters can attack your fortress during a siege. This number can be adjusted in the [[d_init.txt]] file.&lt;br /&gt;
*You can turn off sieges and [[forgotten beast]]s altogether by editing the d_init.txt file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
[[File:The last stand by ncorva.jpg|thumb|250px|We hear the drums, they are coming...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ncorva''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s, that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these &amp;quot;groups&amp;quot; usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior described in the paragraph on human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
&lt;br /&gt;
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]]. Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
[[File:human_siege_preview.png|thumb|250px|right|Being taller helps with war-related things.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by by John Gilbert (1817 - 1897 CE)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress; if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride rather mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s. Be aware that human siegers know of all [[trap]]s that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, every dwarf that dies in battle is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege it, happening potentially as early as ''the first year'', making them an excellent source of surprise [[fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
* Occasionally sieges will not end with all invaders being dealt with. In such cases the siege seems to end after several months by itself. {{Bug|10075}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_activities&amp;diff=288896</id>
		<title>World activities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_activities&amp;diff=288896"/>
		<updated>2023-01-31T17:34:04Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Information */&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
After [[world generation]], game worlds continue to develop and advance while time passes in-game, simulating off-screen various activities in the world outside of the player's influence and without their direct input, this is regarded as &amp;quot;world activation&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
World activation happens when you start a new [[Fortress mode|fortress]] or [[Adventure mode|adventure]] mode game, then [[calendar]] is advanced by two weeks every time. Otherwise, it happens as [[time]] passes as you play at normal fortress/adventurer speed. You can play many games of [[Fortress mode|fortress]] and/or [[Adventure mode|adventure]] mode in the same world, each building up its history.&lt;br /&gt;
&lt;br /&gt;
==Types of activities==&lt;br /&gt;
Types of activities that are simulated during world activation:&lt;br /&gt;
&lt;br /&gt;
===Succession===&lt;br /&gt;
[[Historical figure]]s can get married, have children, do their various jobs, and die, and all of their children do the same, as they are also historical figures.&lt;br /&gt;
&lt;br /&gt;
The various positions of [[nobles]] will either be inherited by another historical figure, or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].&lt;br /&gt;
Conflicts over succession and illegitimate site ownership can emerge, and armed usurpations and insurrections can take place.&lt;br /&gt;
&lt;br /&gt;
===Site changes===&lt;br /&gt;
Existing NPC [[site]]s are conquered, liberated, defended, destroyed, reclaimed and new sites are created[http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526] while playing. Bandits will loot villages, armies will conquer cities, and forgotten beasts will ransack fortresses. Abandoned dwarven fortresses can be reclaimed by the player later.&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
Consequently, all kinds of creatures and groups travel around on the world map.  However, others teleport.  No, really.&lt;br /&gt;
&lt;br /&gt;
The following groups teleport:&lt;br /&gt;
&lt;br /&gt;
* [[Caravan]]s&lt;br /&gt;
* [[Diplomat]]s&lt;br /&gt;
* [[Migrant]]s&lt;br /&gt;
* [[Megabeast|The]] [[Semi-megabeast|various]] [[Forgotten beast|beasts]]&lt;br /&gt;
&lt;br /&gt;
The rest physically travel on the map, including:&lt;br /&gt;
&lt;br /&gt;
* [[Bandit]]s&lt;br /&gt;
* [[Refugee]]s&lt;br /&gt;
* [[Scholar]]s &lt;br /&gt;
* [[Thief|Thieves]]&lt;br /&gt;
* [[Quester]]s&lt;br /&gt;
* [[Religion|Religious]] professions such as [[prophet]]s, [[monk]]s or [[pilgrim]]s&lt;br /&gt;
* [[Army|Armies]] like siegers or other invaders&lt;br /&gt;
&lt;br /&gt;
[[File:Df goblins distracted by elves.png|thumb|Screenshot showing Goblin civs prioritizing conquering the Elves down south above attacking the player fort (here highlighted with a yellow 'A' due to the rumour of artifacts.)]]&lt;br /&gt;
&lt;br /&gt;
[[Army|Armies]] move around the map while playing, for various reasons, including site invasion (not just to the player site), harassment, searching for work, reclamation of sites and more. As invaders need to actually travel the world map to get to your site, embarking close to a site of potential invaders increases the chances of an invasion. Other factors that influence the probability of an invasion are the &amp;quot;effective&amp;quot; population of said site{{verify}}, in other words, how many soldiers the site can spare to attack you. While a site may have a high population, it may be occupied with other, more important campaigns than the player's site.&lt;br /&gt;
&lt;br /&gt;
The asterisks {{DFtext|*}} on the fast travel map in adventure mode are creatures and armies moving around on the world map.&lt;br /&gt;
&lt;br /&gt;
===Non-player adventurers===&lt;br /&gt;
[[Quester|Non-player adventurers]] will group up in parties and wander around, or adventure alone. They will also go on [[quest]]s to retrieve [[artifact]]s in play, which they receive from [[historical figure]]s that are in power, for example, a lord or noble from another site. For fortress mode, this manifests as [[visitor]]s coming to your fort and requesting you hand over artifacts. If you say no to them, they may try to steal it from you, or outright attack your fort. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, this is more subtle: non-player adventurers can be found who are looking for artifacts, and may compete with you when you are trying to get artifacts, if they happen to be looking for the same artifact. If you are holding the artifact they seek (even if you are hiding it in your backpack), they will try to mug you (like [[bandit]]s) and may also attack you, follow you around, or vocally demand that you give them the artifact.&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
{{DFtext|Greetings from the mountainhomes. Let's discuss our situation.|7:1}}&lt;br /&gt;
&lt;br /&gt;
In an active fortress session, the player will get information about current events through the [[liaison]]. During the [[meeting]], communication of this information is implied. The actual information will appear on the [[Civilization and World Info]] screen, under the &amp;quot;News and rumors&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
* In older versions, any world activity stopped after [[world generation]] finished. This is no longer the case since v0.40.01 and the changing of this is what is usually referred to as &amp;quot;world activation&amp;quot;.  &amp;quot;Restarting&amp;quot; [[world generation]] is not planned.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_activities&amp;diff=288895</id>
		<title>World activities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_activities&amp;diff=288895"/>
		<updated>2023-01-31T17:33:13Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
After [[world generation]], game worlds continue to develop and advance while time passes in-game, simulating off-screen various activities in the world outside of the player's influence and without their direct input, this is regarded as &amp;quot;world activation&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
World activation happens when you start a new [[Fortress mode|fortress]] or [[Adventure mode|adventure]] mode game, then [[calendar]] is advanced by two weeks every time. Otherwise, it happens as [[time]] passes as you play at normal fortress/adventurer speed. You can play many games of [[Fortress mode|fortress]] and/or [[Adventure mode|adventure]] mode in the same world, each building up its history.&lt;br /&gt;
&lt;br /&gt;
==Types of activities==&lt;br /&gt;
Types of activities that are simulated during world activation:&lt;br /&gt;
&lt;br /&gt;
===Succession===&lt;br /&gt;
[[Historical figure]]s can get married, have children, do their various jobs, and die, and all of their children do the same, as they are also historical figures.&lt;br /&gt;
&lt;br /&gt;
The various positions of [[nobles]] will either be inherited by another historical figure, or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].&lt;br /&gt;
Conflicts over succession and illegitimate site ownership can emerge, and armed usurpations and insurrections can take place.&lt;br /&gt;
&lt;br /&gt;
===Site changes===&lt;br /&gt;
Existing NPC [[site]]s are conquered, liberated, defended, destroyed, reclaimed and new sites are created[http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526] while playing. Bandits will loot villages, armies will conquer cities, and forgotten beasts will ransack fortresses. Abandoned dwarven fortresses can be reclaimed by the player later.&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
Consequently, all kinds of creatures and groups travel around on the world map.  However, others teleport.  No, really.&lt;br /&gt;
&lt;br /&gt;
The following groups teleport:&lt;br /&gt;
&lt;br /&gt;
* [[Caravan]]s&lt;br /&gt;
* [[Diplomat]]s&lt;br /&gt;
* [[Migrant]]s&lt;br /&gt;
* [[Megabeast|The]] [[Semi-megabeast|various]] [[Forgotten beast|beasts]]&lt;br /&gt;
&lt;br /&gt;
The rest physically travel on the map, including:&lt;br /&gt;
&lt;br /&gt;
* [[Bandit]]s&lt;br /&gt;
* [[Refugee]]s&lt;br /&gt;
* [[Scholar]]s &lt;br /&gt;
* [[Thief|Thieves]]&lt;br /&gt;
* [[Quester]]s&lt;br /&gt;
* [[Religion|Religious]] professions such as [[prophet]]s, [[monk]]s or [[pilgrim]]s&lt;br /&gt;
* [[Army|Armies]] like siegers or other invaders&lt;br /&gt;
&lt;br /&gt;
[[File:Df goblins distracted by elves.png|thumb|Screenshot showing Goblin civs prioritizing conquering the Elves down south above attacking the player fort (here highlighted with a yellow 'A' due to the rumour of artifacts.)]]&lt;br /&gt;
&lt;br /&gt;
[[Army|Armies]] move around the map while playing, for various reasons, including site invasion (not just to the player site), harassment, searching for work, reclamation of sites and more. As invaders need to actually travel the world map to get to your site, embarking close to a site of potential invaders increases the chances of an invasion. Other factors that influence the probability of an invasion are the &amp;quot;effective&amp;quot; population of said site{{verify}}, in other words, how many soldiers the site can spare to attack you. While a site may have a high population, it may be occupied with other, more important campaigns than the player's site.&lt;br /&gt;
&lt;br /&gt;
The asterisks {{DFtext|*}} on the fast travel map in adventure mode are creatures and armies moving around on the world map.&lt;br /&gt;
&lt;br /&gt;
===Non-player adventurers===&lt;br /&gt;
[[Quester|Non-player adventurers]] will group up in parties and wander around, or adventure alone. They will also go on [[quest]]s to retrieve [[artifact]]s in play, which they receive from [[historical figure]]s that are in power, for example, a lord or noble from another site. For fortress mode, this manifests as [[visitor]]s coming to your fort and requesting you hand over artifacts. If you say no to them, they may try to steal it from you, or outright attack your fort. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, this is more subtle: non-player adventurers can be found who are looking for artifacts, and may compete with you when you are trying to get artifacts, if they happen to be looking for the same artifact. If you are holding the artifact they seek (even if you are hiding it in your backpack), they will try to mug you (like [[bandit]]s) and may also attack you, follow you around, or vocally demand that you give them the artifact.&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
{{DFtext|Greetings from the mountainhomes. Let's discuss our situation.|7:1}}&lt;br /&gt;
&lt;br /&gt;
In an active fortress session, the player will get information about current events through the [[liaison]]. During the [[meeting]], communication of this information is implied. The actual information will appear on the [[Civilization and World Info]] screen.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
* In older versions, any world activity stopped after [[world generation]] finished. This is no longer the case since v0.40.01 and the changing of this is what is usually referred to as &amp;quot;world activation&amp;quot;.  &amp;quot;Restarting&amp;quot; [[world generation]] is not planned.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=288166</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=288166"/>
		<updated>2023-01-26T15:07:08Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Specific Dwarves */&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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Some tips on how to '''keep your [[Dwarf|dwarves]] [[stress]]-free''', thus reducing the chances of [[tantrum]]s, [[depression]]s and [[oblivious]]ness:&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* It is more important to keep your dwarves free from negative thoughts than it is to overwhelm them with positive thoughts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼ does not mean a happy dwarf if Urist keeps dwelling over their grouchiness at being caught in the rain.&lt;br /&gt;
&lt;br /&gt;
* Stressed dwarves with a high [[Personality trait|ANGER_PROPENSITY]] may lash out in a [[tantrum]], and severely injure or kill others; a corpse in your dining room will lead to horrified thoughts from any dwarf taking a quick booze stop. Make sure to de-stress these dwarves first, or, if lacking the ability to do so, [[expel]] them, [[Solitary confinement|lock them in their own rooms]], or experiment with [[Magma|radical cures]].&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and, in extreme cases, isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; by disabling their labors or demote them for example from a captain to a mere soldier. Also, don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
* Dwarves who have to go outside for extended periods of time (like [[Fisherdwarf|fisherdwarves]] who work near the local [[lake]] or [[river]]) become stressed due to constant exposure to [[rain]] and long periods away from fun (not [[Fun|that kind]]) and their friends. You can give these workers their own little vacation by disabling their labors and letting them spend some time inside at the [[tavern]] until they regain their composure. Let an unstressed dwarf take care of the job for a while.&lt;br /&gt;
* Unless an overstressed dwarf is particularly important, it's often better to [[Emigration|retire]] them to one of your [[holding]]s and replace them with a fresh, unstressed migrant.&lt;br /&gt;
* '''Dwarf Therapist now works with v50 as of 2023-01-26.''' Using a tool such as [[Utilities#Dwarf Therapist|Dwarf Therapist]], you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences, assign them jobs that match their preferences, and build stuff they like, especially in their rooms.&lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]]. Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own. Even a minimalist bedroom - a 1x1 grid containing only a bed, within a communal dormitory - helps significantly.&lt;br /&gt;
* Give them a bedroom to sleep in anyway, as dwarves do not enjoy sleeping on the ground.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as [[coffer]]s.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself. This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; by a fixed percentage, but enough valuable furniture can easily compensate for this reduction. It is quite easy to give everyone great bedrooms this way.&lt;br /&gt;
** Alternatively, you can make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
* Make Nobles' rooms better than other rooms. They have the telepathic ability to tell if the peasantry has slept better than them and it makes them unhappy.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* [[Temple]]s provide some of the strongest happy thoughts available. Conversely, the lack of a temple will produce constant stress in religious dwarves. You should always define a temple, even if it's just an empty room.&lt;br /&gt;
** Placing common destinations inside the temple will encourage dwarves to pray &amp;quot;while they're there&amp;quot;. For example, storing clothing in a temple zone will give your dwarves a reason to visit and a chance to pray several times per year.&lt;br /&gt;
* [[Library|Libraries]] don't provide the same caliber of happy thoughts, but they can produce many more low-level happy thoughts. &lt;br /&gt;
** Be careful which dwarves you assign as scholars; some enjoy intellectual work, while others become stressed.&lt;br /&gt;
* [[Tavern]]s provide happy thoughts for otherwise idle dwarves. Smaller taverns will ensure that dwarves spend more time socializing and less time standing alone with a &amp;quot;Socialize&amp;quot; job. &lt;br /&gt;
** Make your tavern high [[room#quality|quality]]. You can increase its quality by adding high quality [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[instrument]]s, [[furniture]] like [[gold]] [[statue]]s, and [[artifact]]s.&lt;br /&gt;
** Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
*** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
*** Try to have multiple different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
** [[Cook]]ing booze into prepared meals will satisfy a need for a &amp;quot;decent meal&amp;quot; and provide a happy thought to any dwarf that prefers that type of booze. &lt;br /&gt;
** Drinking without a [[goblet]] provides frequent negative thoughts; make sure you have enough goblets.&lt;br /&gt;
&lt;br /&gt;
==Needs==&lt;br /&gt;
* Unmet [[need]]s may, depending on personality, cause an ever-growing burden of stress. Unfortunately, dwarves are not particularly good at meeting their own needs (and are incapable of meeting some), leaving you to awkwardly encourage them to do the thing they absolutely need to do but can't ever manage to find the time for.&lt;br /&gt;
* Individually profiled workshops with a linked repeating [[manager]] job can satisfy crafting, creative, and staying occupied needs. Placing those workshops in a temple will also encourage the dwarves to pray regularly.&lt;br /&gt;
* Acquiring trinkets occurs automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job; creating a large, bin-less [[trade good]] stockpile and ensuring all your dwarves have the item hauling labor enabled will give them all a chance to acquire something. Dwarves who are too busy with other tasks, though, may never satisfy this need. You can lock problem dwarves in a room with trinkets and force them to haul items back and forth until they &amp;quot;acquire&amp;quot; one, but the necessary micromanagement is quite tedious.&lt;br /&gt;
* Wandering requires plant gathering, fishing (successfully), or hunting (successfully). Of the three, fishing appears to have the highest priority (making it more likely that busy dwarves will participate), though leaving fishing enabled on multiple dwarves risks [[extinction|depopulating your site]]. &lt;br /&gt;
* The need to help somebody is difficult to fulfill when nobody is in need of help. Assigning particularly hardy dwarves to operate pumps continuously will create regular opportunities for &amp;quot;helpful&amp;quot; dwarves to bring them water, though ensuring that all the needy dwarves get a turn being &amp;quot;helpful&amp;quot; is difficult to automate. &lt;br /&gt;
* Needs to spend time with friends and family will occur even when dwarves have no friends or family in the fortress. The frustrated overseer, then, must arrange friendships and [[marriage]]s, respectively, in order to fulfill these needs.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight. Unfortunately, short of preventing cave adaptation in the first place, there isn't a good way to reduce the stress from being outside. Building a roof, particularly over commonly-traveled areas, can help limit the number of dwarves exposed to sunlight (and weather). &lt;br /&gt;
* Dwarves don't like to be out in rain, snow, or freakish weather. Build a roof to protect them from it. &lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]]. [[Pasture]] some in with your food stockpiles. Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped. Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the dwarven caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
** You can raid sites for tame animals. Elven, goblin, and kobold sites often have exotic creatures.&lt;br /&gt;
* Create a [[waterfall]] or [[mist|mist generator]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Most dwarves do not enjoy the sight of death, be it whole [[corpse]]s or small dismembered body parts like teeth and toes. Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that passing dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
** Even better, build a [[garbage disposal]] to destroy refuse or dump it down a pit where no dwarf is likely to see it.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury them]] or [[memorial|engrave a memorial in their name]]. This will prevent even more stress for their friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe. Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise, every destroyed masterpiece sock will stress its creator.&lt;br /&gt;
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. &lt;br /&gt;
* Restrict your mayor/expedition leader to low-stress areas. Overstressed dwarves will chase them down, outside in the rain if necessary, to complain about how utterly traumatized they are from being rained on. &lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Keeping your dwarves unstressed]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=288165</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=288165"/>
		<updated>2023-01-26T15:06:42Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Specific Dwarves */&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;
Some tips on how to '''keep your [[Dwarf|dwarves]] [[stress]]-free''', thus reducing the chances of [[tantrum]]s, [[depression]]s and [[oblivious]]ness:&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* It is more important to keep your dwarves free from negative thoughts than it is to overwhelm them with positive thoughts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼ does not mean a happy dwarf if Urist keeps dwelling over their grouchiness at being caught in the rain.&lt;br /&gt;
&lt;br /&gt;
* Stressed dwarves with a high [[Personality trait|ANGER_PROPENSITY]] may lash out in a [[tantrum]], and severely injure or kill others; a corpse in your dining room will lead to horrified thoughts from any dwarf taking a quick booze stop. Make sure to de-stress these dwarves first, or, if lacking the ability to do so, [[expel]] them, [[Solitary confinement|lock them in their own rooms]], or experiment with [[Magma|radical cures]].&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and, in extreme cases, isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; by disabling their labors or demote them for example from a captain to a mere soldier. Also, don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
* Dwarves who have to go outside for extended periods of time (like [[Fisherdwarf|fisherdwarves]] who work near the local [[lake]] or [[river]]) become stressed due to constant exposure to [[rain]] and long periods away from fun (not [[Fun|that kind]]) and their friends. You can give these workers their own little vacation by disabling their labors and letting them spend some time inside at the [[tavern]] until they regain their composure. Let an unstressed dwarf take care of the job for a while.&lt;br /&gt;
* Unless an overstressed dwarf is particularly important, it's often better to [[Emigration|retire]] them to one of your [[holding]]s and replace them with a fresh, unstressed migrant.&lt;br /&gt;
* '''Dwarf Therapist ''does'' work with v50 as of 2023-01-26.''' Using a tool such as [[Utilities#Dwarf Therapist|Dwarf Therapist]], you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences, assign them jobs that match their preferences, and build stuff they like, especially in their rooms.&lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]]. Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own. Even a minimalist bedroom - a 1x1 grid containing only a bed, within a communal dormitory - helps significantly.&lt;br /&gt;
* Give them a bedroom to sleep in anyway, as dwarves do not enjoy sleeping on the ground.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as [[coffer]]s.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself. This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; by a fixed percentage, but enough valuable furniture can easily compensate for this reduction. It is quite easy to give everyone great bedrooms this way.&lt;br /&gt;
** Alternatively, you can make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
* Make Nobles' rooms better than other rooms. They have the telepathic ability to tell if the peasantry has slept better than them and it makes them unhappy.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* [[Temple]]s provide some of the strongest happy thoughts available. Conversely, the lack of a temple will produce constant stress in religious dwarves. You should always define a temple, even if it's just an empty room.&lt;br /&gt;
** Placing common destinations inside the temple will encourage dwarves to pray &amp;quot;while they're there&amp;quot;. For example, storing clothing in a temple zone will give your dwarves a reason to visit and a chance to pray several times per year.&lt;br /&gt;
* [[Library|Libraries]] don't provide the same caliber of happy thoughts, but they can produce many more low-level happy thoughts. &lt;br /&gt;
** Be careful which dwarves you assign as scholars; some enjoy intellectual work, while others become stressed.&lt;br /&gt;
* [[Tavern]]s provide happy thoughts for otherwise idle dwarves. Smaller taverns will ensure that dwarves spend more time socializing and less time standing alone with a &amp;quot;Socialize&amp;quot; job. &lt;br /&gt;
** Make your tavern high [[room#quality|quality]]. You can increase its quality by adding high quality [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[instrument]]s, [[furniture]] like [[gold]] [[statue]]s, and [[artifact]]s.&lt;br /&gt;
** Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
*** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
*** Try to have multiple different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
** [[Cook]]ing booze into prepared meals will satisfy a need for a &amp;quot;decent meal&amp;quot; and provide a happy thought to any dwarf that prefers that type of booze. &lt;br /&gt;
** Drinking without a [[goblet]] provides frequent negative thoughts; make sure you have enough goblets.&lt;br /&gt;
&lt;br /&gt;
==Needs==&lt;br /&gt;
* Unmet [[need]]s may, depending on personality, cause an ever-growing burden of stress. Unfortunately, dwarves are not particularly good at meeting their own needs (and are incapable of meeting some), leaving you to awkwardly encourage them to do the thing they absolutely need to do but can't ever manage to find the time for.&lt;br /&gt;
* Individually profiled workshops with a linked repeating [[manager]] job can satisfy crafting, creative, and staying occupied needs. Placing those workshops in a temple will also encourage the dwarves to pray regularly.&lt;br /&gt;
* Acquiring trinkets occurs automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job; creating a large, bin-less [[trade good]] stockpile and ensuring all your dwarves have the item hauling labor enabled will give them all a chance to acquire something. Dwarves who are too busy with other tasks, though, may never satisfy this need. You can lock problem dwarves in a room with trinkets and force them to haul items back and forth until they &amp;quot;acquire&amp;quot; one, but the necessary micromanagement is quite tedious.&lt;br /&gt;
* Wandering requires plant gathering, fishing (successfully), or hunting (successfully). Of the three, fishing appears to have the highest priority (making it more likely that busy dwarves will participate), though leaving fishing enabled on multiple dwarves risks [[extinction|depopulating your site]]. &lt;br /&gt;
* The need to help somebody is difficult to fulfill when nobody is in need of help. Assigning particularly hardy dwarves to operate pumps continuously will create regular opportunities for &amp;quot;helpful&amp;quot; dwarves to bring them water, though ensuring that all the needy dwarves get a turn being &amp;quot;helpful&amp;quot; is difficult to automate. &lt;br /&gt;
* Needs to spend time with friends and family will occur even when dwarves have no friends or family in the fortress. The frustrated overseer, then, must arrange friendships and [[marriage]]s, respectively, in order to fulfill these needs.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight. Unfortunately, short of preventing cave adaptation in the first place, there isn't a good way to reduce the stress from being outside. Building a roof, particularly over commonly-traveled areas, can help limit the number of dwarves exposed to sunlight (and weather). &lt;br /&gt;
* Dwarves don't like to be out in rain, snow, or freakish weather. Build a roof to protect them from it. &lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]]. [[Pasture]] some in with your food stockpiles. Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped. Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the dwarven caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
** You can raid sites for tame animals. Elven, goblin, and kobold sites often have exotic creatures.&lt;br /&gt;
* Create a [[waterfall]] or [[mist|mist generator]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Most dwarves do not enjoy the sight of death, be it whole [[corpse]]s or small dismembered body parts like teeth and toes. Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that passing dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
** Even better, build a [[garbage disposal]] to destroy refuse or dump it down a pit where no dwarf is likely to see it.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury them]] or [[memorial|engrave a memorial in their name]]. This will prevent even more stress for their friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe. Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise, every destroyed masterpiece sock will stress its creator.&lt;br /&gt;
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. &lt;br /&gt;
* Restrict your mayor/expedition leader to low-stress areas. Overstressed dwarves will chase them down, outside in the rain if necessary, to complain about how utterly traumatized they are from being rained on. &lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Keeping your dwarves unstressed]]&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blacksmith&amp;diff=285453</id>
		<title>Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blacksmith&amp;diff=285453"/>
		<updated>2023-01-11T23:33:35Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:1&lt;br /&gt;
| skill      = Metalsmith&lt;br /&gt;
| specialty  = Blacksmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = [[Blacksmithing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct [[furniture]]&lt;br /&gt;
* Construct [[cage]]&lt;br /&gt;
* Construct [[bucket]]&lt;br /&gt;
* Construct [[bin]]&lt;br /&gt;
* Construct [[barrel]]&lt;br /&gt;
* Construct [[pipe section]]&lt;br /&gt;
* Construct [[anvil]]&lt;br /&gt;
* Build metal [[building]]s&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength &lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
:''Not to be confused with the [[Metalsmith]] category profession.''&lt;br /&gt;
&lt;br /&gt;
The '''blacksmith''' [[skill]] is used to make [[furniture]], [[bucket]]s, [[bin]]s, [[block]]s, [[cage]]s, and [[anvil]]s at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
The [[labor]] that corresponds to the blacksmith skill is called '''blacksmithing'''.  A dwarf whose highest skill is &amp;quot;metalsmith&amp;quot; will have the '''Blacksmith''' profession. Confusingly, &amp;quot;[[metalsmith]]&amp;quot; is also the [[profession]]al title given for the whole class of metalworking skills, so an equally skillful [[furnace operator]] and [[weaponsmith]] may gain a professional label of &amp;quot;metalsmith&amp;quot;, despite having no &amp;quot;metalsmithing&amp;quot; (blacksmithing) skill at all.&lt;br /&gt;
&lt;br /&gt;
Despite both being under the &amp;quot;furniture&amp;quot; menu of a [[forge]], [[chain]]s are made by [[metal crafter]]s, and [[animal trap]]s are made by [[trapper]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_blacksmith.gif|thumb|340px|center|If only he knew how many goblin heads would be sliced with that thing.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by vertibirdo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Buildings which are built using material-dependent labors (e.g. a trade depot) may require &amp;quot;any metalsmithing skill,&amp;quot; but will only check and raise Metalsmithing, not any other qualifying skill (e.g. weaponsmithing). The [[quality]] of any such buildings is based off this skill alone. {{Bug|4899}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir-eshtân | elvish = opa-macame | goblin = ogur-am | human = oth-semod}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blacksmith&amp;diff=285452</id>
		<title>Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blacksmith&amp;diff=285452"/>
		<updated>2023-01-11T23:31:03Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:1&lt;br /&gt;
| skill      = Metalsmith&lt;br /&gt;
| specialty  = Blacksmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = [[Blacksmithing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct [[furniture]]&lt;br /&gt;
* Construct [[cage]]&lt;br /&gt;
* Construct [[bucket]]&lt;br /&gt;
* Construct [[bin]]&lt;br /&gt;
* Construct [[barrel]]&lt;br /&gt;
* Construct [[pipe section]]&lt;br /&gt;
* Construct [[anvil]]&lt;br /&gt;
* Build metal [[building]]s&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength &lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
:''Not to be confused with the [[Metalsmith]] category profession.''&lt;br /&gt;
&lt;br /&gt;
The '''blacksmith''' [[skill]] is used to make [[furniture]], [[bucket]]s, [[bin]]s, [[block]]s, [[cage]]s, and [[anvil]]s at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
The [[labor]] that corresponds to the metalsmith skill is called '''blacksmithing'''.  A dwarf whose highest skill is &amp;quot;metalsmith&amp;quot; will have the '''Blacksmith''' profession. Confusingly, &amp;quot;[[metalsmith]]&amp;quot; is also the [[profession]]al title given for the whole class of metalworking skills, so an equally skillful [[furnace operator]] and [[weaponsmith]] may gain a professional label of &amp;quot;metalsmith&amp;quot;, despite having no &amp;quot;metalsmithing&amp;quot; (blacksmithing) skill at all.&lt;br /&gt;
&lt;br /&gt;
Despite both being under the &amp;quot;furniture&amp;quot; menu of a [[forge]], [[chain]]s are made by [[metal crafter]]s, and [[animal trap]]s are made by [[trapper]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_blacksmith.gif|thumb|340px|center|If only he knew how many goblin heads would be sliced with that thing.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by vertibirdo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Buildings which are built using material-dependent labors (e.g. a trade depot) may require &amp;quot;any metalsmithing skill,&amp;quot; but will only check and raise Metalsmithing, not any other qualifying skill (e.g. weaponsmithing). The [[quality]] of any such buildings is based off this skill alone. {{Bug|4899}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir-eshtân | elvish = opa-macame | goblin = ogur-am | human = oth-semod}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=284515</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=284515"/>
		<updated>2023-01-08T01:14:35Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Alternatively... */&lt;/p&gt;
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A '''dungeon''', also known as a '''prison''', its [[room]]s known as '''jails''', is a [[zone]] used by the [[justice]] system within your dwarven community.  They are designated from a constructed [[restraint]] or metal [[cage]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. They will drag their prisoner to the dungeon regardless of their strength or even if they transform into a [[werebeast]] halfway there. However, should they be unable to (no dungeon, dungeon is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
&lt;br /&gt;
== Dungeon 101 ==&lt;br /&gt;
Constructing a dungeon is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s, then designate them as either a single dungeon or several smaller dungeons.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
&lt;br /&gt;
An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the dungeon and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything, besides wait for their prison term to end.&lt;br /&gt;
The best choice of restraint is, therefore, a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, a hammering may be dealt out, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
&lt;br /&gt;
=== Keeping them happy ===&lt;br /&gt;
[[File:Imprisoned krugg.jpg|thumb|Spends their time admiring the golden chain]]&lt;br /&gt;
&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows them to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when they're hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the haulers grab.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give them a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the dungeon's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high-quality bone and jewel-encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each dungeon cell guarantees that your prisoners will never die of thirst if your free dwarves are a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
* Designating a [[temple]] on the dungeon will allow prisoners to pray while incarcerated.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within their reach and designate it as their office, and that will let them continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for them, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel-encrusted chains, and fine dining to criminals, while haulers sleep on the dining room floor, does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; max-width:75%; margin-top: 0px; margin-bottom: 10px; margin-left:auto; margin-right:auto&amp;quot;&lt;br /&gt;
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| style=&amp;quot;padding: 0.5em 1em 0.5em 0.5em; text-align: center;&amp;quot; | [[File:D4Dwarf.png|50px|link=:Category:D for Dwarf]]&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article or section has been rated '''D for Dwarf'''.  It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the [http://www.bay12forums.com/smf  Bay12 forums].  Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incidents have been reported where a falsely imprisoned [[human]] had escaped after being taught by an [[Priest|abbe]] to be a [[scholar]] and, soon after finding a [[ruin]] with lots of [[gold]], was appointed as a [[count]] and set out to take [[Intrigue|revenge]] on the [[Bookkeeper]] he used to work under and the [[Human]] that had him locked up. Interestingly, they were said to be the [[count]] of an [[island]], despite boats not existing. It is theorized that he [[Swimming|swam]] to this island and [[Freezing|waited for the sea to freeze]] before he came back with the treasure. In some versions of the tale, the son of his [[nemesis]] was actually his son.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = teskom&lt;br /&gt;
| elvish  = lezitha&lt;br /&gt;
| goblin  = ax&lt;br /&gt;
| human   = cudal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=284242</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=284242"/>
		<updated>2023-01-06T20:59:46Z</updated>

		<summary type="html">&lt;p&gt;Galeochre: /* Attachment */&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
&lt;br /&gt;
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]&lt;br /&gt;
A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.&lt;br /&gt;
&lt;br /&gt;
: (* No &amp;quot;wooden handle&amp;quot; is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
Mechanically, all weapon attacks are separated into &amp;quot;edge&amp;quot; and &amp;quot;blunt&amp;quot; types, although these can be further split into four practical categories:&lt;br /&gt;
*Slashing&lt;br /&gt;
*Piercing&lt;br /&gt;
*Crushing&lt;br /&gt;
*Ranged&lt;br /&gt;
&lt;br /&gt;
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)&lt;br /&gt;
&lt;br /&gt;
====Slashing weapons====&lt;br /&gt;
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.&lt;br /&gt;
&lt;br /&gt;
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a &amp;quot;slashing&amp;quot; weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the &amp;quot;Jack of all trades, master of none&amp;quot; weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that.  Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.&lt;br /&gt;
&lt;br /&gt;
====Crushing weapons====&lt;br /&gt;
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also  [[flail]]s, [[maul]]s, [[whip]]s)''&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;blunt&amp;quot; or &amp;quot;bludgeoning&amp;quot; weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often &amp;quot;give in&amp;quot; to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.&lt;br /&gt;
&lt;br /&gt;
====Piercing weapons====&lt;br /&gt;
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. &lt;br /&gt;
&lt;br /&gt;
====Ranged weapons====&lt;br /&gt;
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''&lt;br /&gt;
&lt;br /&gt;
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Bows and crossbows both do extremely bad blunt damage over a contact area 100 times as wide as a war hammer, meaning it's far less likely for them to get through armor than such weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There exists one more umbrella category of weapon: the so-called &amp;quot;'''training weapon'''&amp;quot;. Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement.  The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them).  Once named, the weapon will appear in the artifact list, albeit in blue.  It is unknown if named weapons perform better than unnamed weapons.  Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons.  Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are meant for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword &amp;quot;just in case&amp;quot; doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; weapon choices ===&lt;br /&gt;
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''&amp;quot;What is the weapon with the biggest number?&amp;quot;'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work &amp;quot;best&amp;quot; against certain targets, and what don't, and (basically) why.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' combat is rarely &amp;quot;one-shot&amp;quot;, nor is it a long process of whittling away a huge pile of &amp;quot;hit points&amp;quot; (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.&lt;br /&gt;
&lt;br /&gt;
==== Superior metal rule ====&lt;br /&gt;
As a general rule, if a weapon slashes or pierces, it wants to be made from a &amp;quot;better&amp;quot; metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.&lt;br /&gt;
&lt;br /&gt;
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.&lt;br /&gt;
&lt;br /&gt;
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)&lt;br /&gt;
&lt;br /&gt;
* [[steel]], the clear best*&lt;br /&gt;
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other&lt;br /&gt;
* [[copper]], a distant third&lt;br /&gt;
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)&lt;br /&gt;
&lt;br /&gt;
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a &amp;quot;basic&amp;quot; discussion.)&lt;br /&gt;
: (** There are some &amp;quot;X weapon vs Y armor&amp;quot; situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. &amp;quot;Roughly equivalent&amp;quot; is a good rule of thumb.)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the &amp;quot;superior metal&amp;quot; rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.&lt;br /&gt;
&lt;br /&gt;
==== vs. unarmored ====&lt;br /&gt;
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.&lt;br /&gt;
&lt;br /&gt;
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any sharp weapon&lt;br /&gt;
&lt;br /&gt;
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the &amp;quot;superior metal&amp;quot; rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver!  (However, see &amp;quot;vs. undead&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.&lt;br /&gt;
&lt;br /&gt;
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.&lt;br /&gt;
&lt;br /&gt;
And the bonus lesson here is... armor your military.&lt;br /&gt;
&lt;br /&gt;
==== vs. [[armor]]ed ====&lt;br /&gt;
&lt;br /&gt;
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: steel spear&lt;br /&gt;
* other choices: any steel sharp weapon, any warhammer or pick&lt;br /&gt;
&lt;br /&gt;
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.&lt;br /&gt;
&lt;br /&gt;
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.&lt;br /&gt;
&lt;br /&gt;
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having &amp;quot;superior metal&amp;quot; will make the battle much like removing enemy armor.  &lt;br /&gt;
&lt;br /&gt;
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything &amp;quot;not chain&amp;quot;) to land a killing blow. Warhammers are superior to maces in penetrating solid, &amp;quot;non-chain&amp;quot; armor and breaking bones.&lt;br /&gt;
&lt;br /&gt;
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.&lt;br /&gt;
&lt;br /&gt;
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== vs. [[undead]] ====&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any mace (silver or steel ''slightly'' preferable)&amp;lt;/sup&amp;gt;&lt;br /&gt;
* other choices: any warhammer &lt;br /&gt;
&lt;br /&gt;
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job. Silver's density allows for more pulping in force transfer and steel's strength makes it just better, but they are all very similar here.&lt;br /&gt;
&lt;br /&gt;
Despite common wisdom, axes are the single weapon that causes the most dismemberment bar none. Using axes will cause more dismemberment than others. This page previously said that &amp;quot;in which case, iron axes do best in creating minimal body parts while still mangling fairly often and successfully downsizing them&amp;quot;, but axes don't create minimal body parts, ever--if you want minimal body parts, just don't use them.&lt;br /&gt;
&lt;br /&gt;
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too (though not so for iron axes).&lt;br /&gt;
&lt;br /&gt;
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.&lt;br /&gt;
&lt;br /&gt;
==== vs. others ====&lt;br /&gt;
This category consists of the rare &amp;quot;not like anything else&amp;quot; creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention.   &lt;br /&gt;
&lt;br /&gt;
* recommended weapon: (varies) &lt;br /&gt;
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip&lt;br /&gt;
&lt;br /&gt;
There are many different types here, and no one approach works for all.  Some are merely gigantic but (more or less) &amp;quot;normal&amp;quot;, but many are non-organic, and most enjoy the &amp;quot;[[No Pain|don't feel pain]]&amp;quot; tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron men|Iron man]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the &amp;quot;superior metal&amp;quot; rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.&lt;br /&gt;
&lt;br /&gt;
(* although a forgotten beast made of, for instance, &amp;quot;mud&amp;quot; is laughably easy to kill)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.&lt;br /&gt;
&lt;br /&gt;
==== Final verdict ====&lt;br /&gt;
Now, all that said, overall, if you had to choose one &amp;quot;least worst&amp;quot; weapon, it would probably have to be... the &amp;lt;/u&amp;gt;steel short sword&amp;lt;/u&amp;gt;. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossi and big beasts, and maces and hammers will always be effective no matter what they're made of.&lt;br /&gt;
&lt;br /&gt;
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-&amp;quot;unusual&amp;quot; targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel &amp;gt; iron &amp;gt; bronze &amp;gt; copper &amp;gt; silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.&lt;br /&gt;
&lt;br /&gt;
= Technical =&lt;br /&gt;
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.&lt;br /&gt;
&lt;br /&gt;
Insert obligatory &amp;quot;math warning&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands&amp;lt;br&amp;gt;Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[battle axe|Battle Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Hammer&lt;br /&gt;
| two&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0×&lt;br /&gt;
| Mace&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] (foreign)&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0×&lt;br /&gt;
| Mining&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[short sword|Short Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Spear]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between &amp;quot;piercing&amp;quot; and &amp;quot;slashing&amp;quot; attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.&lt;br /&gt;
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.&lt;br /&gt;
* Dwarves will never select a pick for a weapon if allowed &amp;quot;individual choice.&amp;quot; You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.&lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon.  For example, if you create a human character, and manage to spawn into a world with a &amp;quot;broad body&amp;quot; or a &amp;quot;tall body&amp;quot; in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[two-handed sword|2H Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean [[animal people]]&lt;br /&gt;
| Single-grasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
| Single-grasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5×&lt;br /&gt;
| Mace&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[great axe|Great Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Halberd]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Dagger]] (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Kobold]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[long sword|Long Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Elf]], [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Multi-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Morningstar]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[pike (weapon)|Pike]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Scimitar]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Stone axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Player in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Slap|| Blunt || 800|| 400 || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20|| 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15|| 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 10 || 200 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700|| 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15 || 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack|| Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Clap || Blunt || 800 || 400 || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20 || 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab|| Edge || 1 || 100 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 15 || 400 || 1.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special variations===&lt;br /&gt;
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the &amp;quot;base&amp;quot; weapon, and adding an adjective (&amp;quot;bulky&amp;quot;, &amp;quot;large-headed&amp;quot;, &amp;quot;branching&amp;quot;, etc.) or renaming the weapon altogether (&amp;quot;blade&amp;quot;, &amp;quot;curved sword&amp;quot;). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.  Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.&lt;br /&gt;
&lt;br /&gt;
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[battle axe|Battle Axe]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Pick]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[short sword|Short Sword]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Spear]]&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49 &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[two-handed sword|2H Sword]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[great axe|Great Axe]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Halberd]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Dagger]] (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[long sword|Long Sword]]&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49 (0)&lt;br /&gt;
| 7/49 (18/49)&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Morningstar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[pike (weapon)|Pike]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scimitar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
&lt;br /&gt;
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=&amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Divine metal|notes= &amp;lt;br/&amp;gt;|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (from Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat formulae ==&lt;br /&gt;
&lt;br /&gt;
Penetration is poorly understood, but most of the rest of combat is fairly well understood.&lt;br /&gt;
&lt;br /&gt;
First, you need to calculate your weapon's momentum.&lt;br /&gt;
&lt;br /&gt;
Melee Weapon Momentum:  M = Skill * Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5&lt;br /&gt;
* Attacking a prone opponent in melee doubles momentum.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Momentum: M = (w_density*w_size)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)&lt;br /&gt;
* Bow and Crossbow Momentum: M = (w_density*150)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*3), 20)&lt;br /&gt;
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03&lt;br /&gt;
** If 20 is larger because the ammunition is density 1667 or larger, M = 50&lt;br /&gt;
* Blowgun Momentum: M = (w_density*20)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*4), 100)&lt;br /&gt;
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02&lt;br /&gt;
** If 100 is larger because the ammunition is density 251 or more, M = 5&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.&lt;br /&gt;
* '''F''' is &amp;quot;fatness modifier&amp;quot; (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025&lt;br /&gt;
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons&lt;br /&gt;
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons&lt;br /&gt;
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.&lt;br /&gt;
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.&lt;br /&gt;
&lt;br /&gt;
An edged weapon undergoes the following comparison:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between &lt;br /&gt;
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''w_quality''' is weapon [[quality]]  multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)&lt;br /&gt;
* '''a_quality''' is armor [[quality]] multiplier&lt;br /&gt;
&lt;br /&gt;
Expressed in the above terms,&lt;br /&gt;
&lt;br /&gt;
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) &amp;gt;= aSY/wSY + (A+1)*aSF/wSF&lt;br /&gt;
&lt;br /&gt;
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield.  In both cases, higher is better on both weapons and armor, as is quality.  Sharpness only matters to the weapon, and smaller contact area is better for the attacker.&lt;br /&gt;
&lt;br /&gt;
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body.  If the test is failed, the attack becomes blunt for this layer.&lt;br /&gt;
&lt;br /&gt;
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:&lt;br /&gt;
&lt;br /&gt;
2 * w_size * wIY &amp;gt; A * a_density&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''a_density''' is the armor material's density&lt;br /&gt;
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better.  This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.&lt;br /&gt;
&lt;br /&gt;
On success, the following test is applied:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note that the armor wants as high impact fracture as possible to make this test fail.  The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.&lt;br /&gt;
&lt;br /&gt;
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again.  On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer.  This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. &lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).&lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is very little should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum, Slade&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets.  {{version|0.31.12}}.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}&lt;br /&gt;
&lt;br /&gt;
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}&lt;br /&gt;
&lt;br /&gt;
*As of V. 50.04 a two-handed weapon may show in the inventory as being held in the &amp;quot;Left hand&amp;quot;, however in effect its still being held with both.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Galeochre</name></author>
	</entry>
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