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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hairy+Dude</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-10T20:36:41Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_bronze&amp;diff=305210</id>
		<title>Black bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_bronze&amp;diff=305210"/>
		<updated>2024-12-10T20:22:11Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* In real life */ capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Alloy3|name=Black Bronze&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:BlackBronzeSample.png|center|frameless]]&lt;br /&gt;
|graphic=black_bronze_bar_sprite.png&lt;br /&gt;
|color=5:6:0&lt;br /&gt;
|color1=6:4:0&lt;br /&gt;
|color2=7:7:1&lt;br /&gt;
|color3=6:6:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metal crafter|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Copper]] [[bar]]s&lt;br /&gt;
* 1 [[Silver]] [[bar]]&lt;br /&gt;
* 1 [[Gold]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 11&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11952}}&lt;br /&gt;
* [[Boiling point]] {{ct|14611}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8930&lt;br /&gt;
* Liquid [[density]] 8020&lt;br /&gt;
* [[Specific heat]] 385&lt;br /&gt;
|wiki=Hepatizon&lt;br /&gt;
}}{{av}}&lt;br /&gt;
'''Black bronze''' is a semiprecious alloy of [[copper]], [[gold]] and [[silver]]. Unlike [[bronze|regular]] or [[bismuth bronze]], black bronze cannot be used to create [[weapon]]s or [[armor]], restricting its uses to [[Blacksmith|blacksmithing]] and [[Metal crafter|metalcrafting]] purposes. Black bronze cannot be [[Smelter|smelt]]ed directly from [[ore]], but only from [[bar]]s of pure [[metal]]s. Unlike some [[alloy]]s, the [[Item value|value]] of a bar of black bronze is equal exactly to the average value of its components – creating this alloy does not increase the total value of the material (2 [[copper]] bars at 10☼ each + 1 [[silver]] bar at 50☼ + 1 [[gold]] bar at 150☼ = 220☼/4 bars = 55☼/bar of black bronze).&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir kilrud | elvish = opa dagi | goblin = ogur susäl | human = oth zobsha}}&lt;br /&gt;
&lt;br /&gt;
[[File:Armreif aus Corinthium aes.jpg|thumb|center|350px|Black bronze bracelet.]]&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
The actual composition and process of creating black Corinthian bronze has been lost to history, noted by the Roman author Pliny the Elder (AD 23/24 – AD 79), as is typical of closely guarded trade secrets of pre-industrial society. In Japan, a similar alloy of copper with gold, known as ''Shakudō'', was somewhat commonly used for [[decoration]] of luxury metal goods. Unlike the ancient Greek metal, however, this &amp;quot;black bronze&amp;quot; was never lost and is still produced in small quantities today.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Malachite&amp;diff=305148</id>
		<title>Malachite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Malachite&amp;diff=305148"/>
		<updated>2024-12-07T20:52:42Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* In Real Life */ capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=ore_cyan_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Malachite''' is one of several [[ore]]s of [[copper]]. It is found as [[vein]]s, and is rare compared to other copper ores. Malachite is among the few types of stone that are not [[fire-safe]].&lt;br /&gt;
&lt;br /&gt;
Other copper ores include [[native copper]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malachite&amp;quot; is the name of the 5th month of the dwarven [[calendar]], covering mid-Summer.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
Malachite is a hydrated copper carbonate (Cu&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;(CO&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;)(OH)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) that forms as a result of the weathering of preexisting copper deposits. Malachite is known to form alongside both [[Chrysocolla]], and Azurite (which is not present in ''Dwarf Fortress'') which it commonly pseudomorphs from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:9135 - Milano - Museo storia naturale - Malachite - Foto Giovanni Dall'Orto 22-Apr-2007.jpg|Malachite&lt;br /&gt;
File:Malachit getupft.jpg|Smooth malachite&lt;br /&gt;
File:Ermitáž (32).jpg|Malachite vase&lt;br /&gt;
File:Malachite, Zaire.jpg|Malachite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rutile&amp;diff=305063</id>
		<title>Rutile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rutile&amp;diff=305063"/>
		<updated>2024-12-05T22:30:35Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* In real life */ capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=rutile_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Rutile''' is a [[color|flax]]-colored [[stone]] found in small clusters within [[metamorphic layer|metamorphic]] [[stone]]s, as well as within [[granite]]. Like [[pitchblende]], it is [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
Rutile is one of three mineral forms of titanium dioxide (the others being anatase and brookite).  Rutile has one of the highest refraction indices of all natural material. It is used for the manufacture of refractory ceramic, a white pigment, or a production of titanium metal.&lt;br /&gt;
&lt;br /&gt;
[[File:Rutile-22020.jpg|center|thumb|290px|Rutile.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=305062</id>
		<title>Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=305062"/>
		<updated>2024-12-05T21:27:28Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Uses */ spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[File:shell_preview.png|right]]&lt;br /&gt;
&lt;br /&gt;
A '''shell''' is a hard external covering used by certain creatures for defense.&lt;br /&gt;
&lt;br /&gt;
As obtaining shells implies killing the creature that created it (like [[mussel]]s), elves stop trading with you if you offer any item crafted from shells.&lt;br /&gt;
&lt;br /&gt;
==Acquiring shells==&lt;br /&gt;
[[File:Shells.jpg|thumb|200px|right|Assorted shells.]]In most cases, they are acquired as part of your [[fishing]] industry: dwarves may catch shelled [[vermin]] critters such as [[turtle]]s, [[oyster]]s, and [[mussel]]s, which produce a shell when processed at a [[fishery]]. These creatures will also leave behind their shells if left to rot long enough after being caught. They may also be obtained from [[butcher]]ing a few land animals, such as [[armadillo]]s, [[desert tortoise]]s, [[giant animal|giant]] forms of many shell-bearing vermin, and, with luck, [[forgotten beast|certain]] [[titan|fun]] [[demon|creatures]].&lt;br /&gt;
&lt;br /&gt;
Be aware that shells cannot easily be acquired via [[trading]] – any non-caged turtles, crustaceans, or shellfish purchased from traders have already been processed and had their shells removed. As a result, fortresses with no naturally occurring above ground fishing sites can struggle to acquire shells. This can cause problems if a shell-preferring [[strange mood|moody]] dwarf requests shells as a material. To avoid the risk of dwarves attempting to make impossible artifacts, you can catch pond turtles by having [[fisherdwarf|fisherdwarves]] fish in an outdoor [[pond]]. As long as there is a population of pond turtles in the area, your fisherdwarves will eventually catch some, which can be shelled in a [[fishery]]. Alternatively, you may be able to [[animal training|capture]] or trade for tortoises, armadillos, or other '''non-vermin''' shell-bearing creatures for the purposes of animal husbandry. Procedurally-generated creatures that have shells will also provide a stack of shells{{verify}} when butchering - if this is your only source of shells, be sure to save them for strange moods.&lt;br /&gt;
{{catbox}}&lt;br /&gt;
Whichever process you use will likely take a significant amount of time, so make sure you do it ''before'' the strange mood strikes.&lt;br /&gt;
&lt;br /&gt;
Also, be aware that, due to a bug, fishing will eventually cause an [[extinction]] of shell-bearing fish. This process can take years, or even decades, depending on how aggressively your fort fishes, but will always happen eventually. If your economy relies on trading shells and shell crafts, or you wish to have some for a strange mood, you should plan ahead for this eventuality.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Shells can be worked by a dwarf with the [[bone carver]] [[skill]]. They can be used for many of the same purposes as [[bone]], such as in making [[crafts]], [[decoration]]s, and cheap, lightweight, low-defense [[armor]] ([[leggings]], [[gauntlet]]s, and [[helm]]s only). Notably, unlike bones, they cannot be used to produce [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Shells can be stored in a [[stockpile#Refuse|refuse stockpile]]. Stored shells will decay over time due to [[vermin]], but even a small fishing industry can produce many shells very quickly. As such, having a bone carver on hand to convert them to trade goods can be an effective way to generate wealth early on; even though shells have a low innate material value, quantity can win out over quality here. Also, shell armor is better than nothing and doesn't slow down your military like metal armor does – consider producing some early on if you can't immediately acquire metal armor.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
{{mod|section}}&lt;br /&gt;
In previous versions, shells were frequently requested by [[strange mood|moody]] dwarves, and difficult if not impossible to obtain. As of the current version, only dwarves with a [[preference]] for shells will demand them for artifacts. Shells are still hard to come by, though, so players occasionally mod the game to make sure their fortress will have shells available.&lt;br /&gt;
&lt;br /&gt;
=== Adding shells to existing creatures ===&lt;br /&gt;
The combination of the common requirement for shells during strange moods, the bug that causes shell-producing fish to be unavailable in many maps, and the inability to trade for shells may lead to unresolvable strange moods.  It is possible to modify the raws to allow other creatures to produce shells, if the player is so inclined:&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/creature_domestic.txt, find &amp;quot;[CREATURE:COW]&amp;quot;&lt;br /&gt;
#Alter the [BODY] section to include &amp;quot;:SHELL&amp;quot; i.e., [BODY:QUADRUPED_HOOF:TAIL:2EYES:SHELL:BRAIN...]&lt;br /&gt;
#Add the [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_MATERIALS] section&lt;br /&gt;
#Add the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_TISSUES] section&lt;br /&gt;
#Add the [BODY_DETAIL_PLAN:SHELL_POSITIONS] tag to the creature&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of creature_domestic.txt contained in your saves folder, as each game has its own copies of the raws.&lt;br /&gt;
&lt;br /&gt;
Slaughtering a cow should now produce a &amp;quot;Stray Cow shell&amp;quot; usable by dwarves stuck in strange moods.&lt;br /&gt;
Pay attention, that editing creature after creating world may cause later crashes when changing game's version. In fact, after porting the save to the modified version, the game will crash every time your dwarves try picking up the skeleton that previously had shell. It's '''strongly''' recommended to use the second way, as it doesn't add any new body part to creatures, but only adds a new way of using an already existing body part, which is much less crash provoking.&lt;br /&gt;
&lt;br /&gt;
=== Enabling other materials to be used in moods ===&lt;br /&gt;
If you don't want to add shells to existing creatures, you can enable other materials, like [[hoof|hooves]] or [[ivory]], to be used in strange moods instead of shells. The only effect is that the materials will be available for moods, you won't be able to e.g. make shell crafts of them.&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/material_template_default.txt look up the material you want to enable, for example [MATERIAL_TEMPLATE:HOOF_TEMPLATE]&lt;br /&gt;
#Add the [SHELL] tag to the material&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of material_template_default.txt contained in your saves folder. The change won't affect body parts that are already lying around, but will affect newly created body parts from butchered creatures.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kerlîg&lt;br /&gt;
| elvish  = caraca&lt;br /&gt;
| goblin  = åtsnusm&lt;br /&gt;
| human   = luthi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Shell]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quern&amp;diff=284511</id>
		<title>Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quern&amp;diff=284511"/>
		<updated>2023-01-07T23:55:34Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
{{v50 workshop|name=Quern|key=f|key2=q&lt;br /&gt;
|icon=[[File:quern_icon.png]]&lt;br /&gt;
|job=&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Papermaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Furniture|Quern]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Quarry bush|Rock nut]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
* [[Cotton]]&lt;br /&gt;
* [[Flax]]&lt;br /&gt;
* [[Hemp]]&lt;br /&gt;
* [[Jute]]&lt;br /&gt;
* [[Kenaf]]&lt;br /&gt;
* [[Pig tail]]&lt;br /&gt;
* [[Ramie]]&lt;br /&gt;
* [[Rope reed]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Flour|Dwarven wheat flour]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Flour|Longland flour]]&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
* [[Slurry]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''quern''' is a single-square [[workshop]] used to grind certain [[plant]]s into [[sugar]], [[flour]], [[dye]], and [[slurry]]. Each milling job requires an empty [[bag]], as the process will also produce [[seed]]s from plants being milled. Unlike a [[millstone]], the quern is powered by the dwarf using it to perform the labor. A quern must be created at a [[Stoneworker's workshop]] before it can be built as a workshop.&lt;br /&gt;
&lt;br /&gt;
The quern may also be used to mill seeds/nuts to [[Quarry bush|paste]].&lt;br /&gt;
&lt;br /&gt;
Ensuring the exclusive milling of certain plants (to, say, produce only dye, not flour) is cumbersome. It requires a stockpile that only allows these plants and setting it to give to the quern, as it provides no menu to specify what to mill. You also need a furniture stockpile that allows only bags (deactivate wood, stone and metal as material to avoid it being cluttered with coffers,) setting that to 'giving' to the quern too.  It doesn't need to be two separate stockpiles, as the custom menu does allow item commingling.  &lt;br /&gt;
&lt;br /&gt;
If you don't set custom stockpile(s), the miller will pick the closest random plant and bag, with the usual, occasionally surprising definition of closest.  Additionally, you have to ensure somehow that the plants arrive at the right stockpile, for example by not allowing them on any other. Once you got this working, repeat for every other plant you want to mill, either switching the 'give' orders every time or setting up a separate quern for every plant combination.&lt;br /&gt;
&lt;br /&gt;
For general details read [[Stockpile#Give_to_a_stockpile.2Fworkshop|Giving to a Stockpile/Workshop]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, to preserve what little sanity a DF player has left, just forbid all millable plants you don't want milled (for example from the [[stocks]] menu) and (re-)claim them once the milling job is done.&lt;br /&gt;
&lt;br /&gt;
As another alternative, the utility [[Utility:DFHack|DFHack]] provides a &amp;quot;job item-material&amp;quot; command that allows you to specify a plant to mill.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Steel&amp;diff=284476</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Steel&amp;diff=284476"/>
		<updated>2023-01-07T22:16:05Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Recipe */ wikify ordered list; remove description lists (using colons as indentation is invalid markup)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:SteelSample.png|256px|center|frameless]]&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
# Unless you are using a [[magma smelter]], melting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional ('''non'''-[[magma smelter|magma]]) [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
# [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
# For larger production runs, if using a '''non'''-[[magma smelter]], you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
* 1 bar of [[iron]]&lt;br /&gt;
* 1 [[flux]] stone&lt;br /&gt;
* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
'''Produces''':&lt;br /&gt;
* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
* 1 bar of iron&lt;br /&gt;
* 1 bar of pig iron&lt;br /&gt;
* 1 [[flux]] stone&lt;br /&gt;
* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
'''Produces''':&lt;br /&gt;
*'''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time-travel, and use the last remaining piece of coke to fire the [[furnace]], to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
* 9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily (press {{K|+}} or {{K|-}} until &amp;quot;Restart if completed, checked daily&amp;quot; is visible).&lt;br /&gt;
:*Smelt 8 [[magnetite]] ''(or [[hematite]] or [[limonite]])'' [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ''(or etc.)'' ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set its {{K|o}}rder condition to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days, assuming you have an adequate flow of ore, coke-producing stone, flux stone and labourers. You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
It is always recommended to have more [[iron]] bars than [[pig iron]] bars because, supposing you have an abundance of [[charcoal]]/[[coke]] and [[flux]], you can always turn iron into pig iron, but not vice versa. In a fortress with only a limited number of iron bars and pig iron bars, you want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders, (where ''i'' &amp;gt; ''p''):&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
    ''s'' = 2 * (12 + 8)&lt;br /&gt;
    ''s'' = 2 * 20&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 40&lt;br /&gt;
&lt;br /&gt;
This can also be calculated from the initial amounts:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = ''i'' + ''p'' rounded down to the closest even number&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 40 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 20 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 20.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 20 iron bars and 20 pig iron bars. We issue 20 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 40 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there are at least 20 iron bars more than pig iron bars, issue a job order to make 10 [[pig iron]] bars. If not, issue job orders to make steel bars, as many as there are pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temperature&amp;diff=284462</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temperature&amp;diff=284462"/>
		<updated>2023-01-07T18:45:19Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Temperature scale */ span -&amp;gt; abbr; mention why 89% (in tooltip) and freezing point of pure ethanol for comparison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{for/see|temperature as it relates to choosing an embarkation site|[[Climate]]}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:temp_icon.png|130px|right]]'''Temperature''' - by definition - is a measurable quantity that represents how hot or cold a given area or object is. Temperature is also a very large element in the climate of an area, or more specifically, a [[biome]]. In both ''Dwarf Fortress'' and real life, there are two units to measure temperature, although the game uses a made-up, unique additional unit. The real life units are [https://en.wikipedia.org/wiki/Celsius Celsius (°C)], and [https://en.wikipedia.org/wiki/Kelvin Kelvin (K)]; other units, such as [https://en.wikipedia.org/wiki/R%C3%A9aumur_scale Réaumur (°r, °Re, or °Ré)], [https://en.wikipedia.org/wiki/Fahrenheit Fahrenheit (°F)] or [https://en.wikipedia.org/wiki/Rankine_scale Rankine (°R or °Ra)] have been proposed and occasionally used. While the unique unit used by the game has no definite name, the designation &amp;quot;Urist&amp;quot; (°U) is used throughout this wiki and the community to reduce confusion.&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Temperatures in ''Dwarf Fortress'' are measured in the game's own, unnamed temperature scale, since termed &amp;quot;degrees [[Main:Urist|Urist]]&amp;quot; by the community. Temperatures in ''Dwarf Fortress'' are stored as sixteen-bit unsigned integers, which translates into a minimum value of 0&amp;amp;nbsp;°U and a technical maximum of 65535&amp;amp;nbsp;°U (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;-1), although this is internally limited to 60000&amp;amp;nbsp;°U, as 60001&amp;amp;nbsp;°U is used for temperatures which have been set to {{tt|NONE}}. Floating point values are not considered, and when they appear, any decimals are either sheared off or rounded away by the game. For example, the number 2999.999, would be rounded to 3000. Urists are scaled logically against the Fahrenheit scale, so conversions are non-intuitive:&lt;br /&gt;
&lt;br /&gt;
:{{tt|[URIST]}} = {{tt|[CELSIUS]}} * 9/5 + 10000&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[KELVIN]}} * 9/5 + 9508.33&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[FAHRENHEIT]}} + 9968&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[RANKINE]}} + 9508.33&lt;br /&gt;
&lt;br /&gt;
Some reference numbers:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF scale&lt;br /&gt;
! Celsius (°C)&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Fahrenheit (°F)&lt;br /&gt;
! Rankine (°Ra)&lt;br /&gt;
|-&lt;br /&gt;
| [[#Boiling point|Boiling point of water]]&lt;br /&gt;
| 10180&lt;br /&gt;
| 100°C&lt;br /&gt;
| 373.15K&lt;br /&gt;
| 212°F&lt;br /&gt;
| 671.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#H|Human body temperature]]&lt;br /&gt;
| 10067*&lt;br /&gt;
| 37°C&lt;br /&gt;
| 310.15K&lt;br /&gt;
| 98.6°F&lt;br /&gt;
| 558.27°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[Water#Freezing point|Freezing point of water]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 0°C&lt;br /&gt;
| 273.15K&lt;br /&gt;
| 32°F&lt;br /&gt;
| 491.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[wikipedia:Ethanol (data page)|Freezing point of ≈89% ABV]]&lt;br /&gt;
| 9850&lt;br /&gt;
| −83.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;°C&lt;br /&gt;
| 189.81&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;K&lt;br /&gt;
| −118°F&lt;br /&gt;
| 341.67°Ra&lt;br /&gt;
|-&lt;br /&gt;
| [[wikipedia:Absolute zero|Absolute zero]]&lt;br /&gt;
| 9508*&lt;br /&gt;
| −273.15°C&lt;br /&gt;
| 0K&lt;br /&gt;
| −459.67°F&lt;br /&gt;
| 0°Ra&lt;br /&gt;
|-&lt;br /&gt;
| Zero degrees Urist&lt;br /&gt;
| 0&lt;br /&gt;
| −5555.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;°C&lt;br /&gt;
| −5282.40&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;K&lt;br /&gt;
| −9968°F&lt;br /&gt;
| −9508.33°Ra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;＊&amp;lt;/sup&amp;gt;Values designated with ''round'' have been rounded internally to avoid decimals: for instance, the human body temperature is technically 10066.6, but has been rounded up to {{ct|10067}} in the [[raw file|raws]]. Also interesting is the fact that temperatures in ''Dwarf Fortress'' can go ''far, far'' below absolute zero, which is physically impossible; considering ''Dwarf Fortress'' also allows [[water wheel#Perpetual motion|perpetual motion]], sometimes it's best not to ask questions.&lt;br /&gt;
&lt;br /&gt;
Values with an &amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;overline&amp;lt;/span&amp;gt; are truncated values with ending numbers that go on indefinitely, so a value of 45.73&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt; is technically 45.738888888888- with the 8's going on indefinitely.&lt;br /&gt;
&lt;br /&gt;
{{Urist asks|q=I'm a modder who needs to work with temperature conversions all the time. Is there any tool I can use to lessen the amount of work involved?|a=Temperature conversions are usually only useful when [[modding]], and can be annoying to do manually; luckily a simple {{dffd|4028|temperature conversion utility}} has been created for those who find themselves having to convert a lot of temperatures to and/or from degrees Urist often.}}&lt;br /&gt;
&lt;br /&gt;
Examples of some temperatures encountered in ''Dwarf Fortress'', the most important ones in bold:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;abbr title=&amp;quot;Freezing point of booze in game, equivalent to about 89% ABV aqueous solution in real life. 100% ethanol would freeze at about −114 °C ≈ 9795 °U.&amp;quot;&amp;gt;Alcohol freezes&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| {{ct|9850}}&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;abbr title=&amp;quot;Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing them.&amp;quot;&amp;gt;Lowest survivable temperature&amp;lt;/abbr&amp;gt;'''&lt;br /&gt;
| '''{{ct|9900}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Outside, freezing climate (varies)&lt;br /&gt;
| {{ct| 9960}}&lt;br /&gt;
|-&lt;br /&gt;
| Underground, glacier ice&lt;br /&gt;
| {{ct| 9990}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Water freezes'''&lt;br /&gt;
| '''{{ct|10000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;abbr title=&amp;quot;Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.&amp;quot;&amp;gt;Nether-cap&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| {{ct|10000}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| '''{{ct|10015}}'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#H|Dwarf/human homeotherm]]&lt;br /&gt;
| {{ct|10067}}&lt;br /&gt;
|-&lt;br /&gt;
| Tiles next to [[magma]] ([[warm stone]])&lt;br /&gt;
| {{ct|10075}}&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;abbr title=&amp;quot;Above this temperature fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.&amp;quot;&amp;gt;Highest survivable temperature&amp;lt;/abbr&amp;gt;'''&lt;br /&gt;
| '''{{ct|10078}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Outside, [[Climate#Scorching|scorching climate]] (varies)&lt;br /&gt;
| {{ct|10080}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Water]] boils&lt;br /&gt;
| {{ct|10180}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire|Ignition of organic materials]]&lt;br /&gt;
| {{ct|10508}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] [[fire]] (max)&lt;br /&gt;
| {{ct|10708}}&lt;br /&gt;
|-&lt;br /&gt;
| Material is [[fire-safe]]&lt;br /&gt;
| {{ct|11000}}&lt;br /&gt;
|-&lt;br /&gt;
| Common stone melts (varies)&lt;br /&gt;
| {{ct|11500}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coal]] [[fire]] (max)&lt;br /&gt;
| {{ct|11640}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Magma'''&lt;br /&gt;
| '''{{ct|12000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Material is [[magma-safe]]&lt;br /&gt;
| {{ct|12000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature]]s made of flame/fire&lt;br /&gt;
| {{ct|14000}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;abbr title=&amp;quot;Yes, dragonfire is roughly four times hotter than the surface of the sun.&amp;quot;&amp;gt;[[Dragonfire]]&amp;lt;/abbr&amp;gt;&lt;br /&gt;
| {{ct|50000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material values==&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Temperature has important constraints on the [[material]]s in the game, and dictates a number of [[material science|material properties]] related to states of matter and heat/cold [[wear|damage]]. These are defined by [[material definition token]]s in the material [[raw file]]s, most of which use temperature as an input field:&lt;br /&gt;
* {{tt|[MELTING_POINT:#]}} — This is the temperature at which a liquid material will freeze, or a solid material will melt. In ''Dwarf Fortress'' the melting point and freezing point coincide exactly; this is contrary to many real-life materials, which can be supercooled.&lt;br /&gt;
* {{tt|[BOILING_POINT:#]}} — This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.&lt;br /&gt;
* {{tt|[IGNITE_POINT:#]}} — This is the temperature at which the material will catch fire.&lt;br /&gt;
* {{tt|[HEATDAM_POINT:#]}} — This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.&lt;br /&gt;
* {{tt|[COLDDAM_POINT:#]}} — This is the temperature below which the material will begin to take frost [[wear|damage]].&lt;br /&gt;
* {{tt|[SPEC_HEAT:#]}} — This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium. The input for this token is not temperature, but rather the [[wikipedia:Specific heat capacity|specific heat capacity]] of the material.&lt;br /&gt;
* {{tt|[MAT_FIXED_TEMP]}} — A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Useful info: if an item's material has a FIXED_TEMP, its temperature will not change under any circumstances. What this means is that if you modify a material's fixed temperature, any existing items made from it will retain whatever temperature they had before the material was modified.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember when testing mods: Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &amp;amp;mdash; instead, its temperature will simply be permanently locked at whatever it was previously. ''Removing'' a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings. The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}. The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.&lt;br /&gt;
&lt;br /&gt;
==Temperature transfer==&lt;br /&gt;
Temperature transfer in ''Dwarf Fortress'' is fairly simple - most temperature values have a whole part (in &amp;quot;degrees Urist&amp;quot;) and a fraction part (which ranges from 0 to the material's SPEC_HEAT minus 1). Once per tick, the game calculates the relevant temperature difference (e.g. between the item itself and the tile in which it is located) and adds that to the fraction part, then adjusts the whole part until the fraction part is within range. For example, a piece of Lignite (which has SPEC_HEAT 409) at temperature 10015.0 (room temperature underground) exposed to Magma (temperature 12000) will heat up by 1985 fraction units, which will increase its temperature to 10019.349. In order to reach its ignition point of 11440, it would need to be in the magma for a total of 517 ticks, over 5 seconds at 100 fps.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Temperature calculations are a known cause of lag. If [[maximizing framerate]] is a concern, you can disable temperature calculations through an option in [[D init.txt]]. With temperature calculations disabled, effects such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage will not occur. &lt;br /&gt;
* When temperature calculations are disabled, dwarves will refuse to set foot in a cast [[obsidian]] tile (or any other tiles previously occupied by [[magma]]).{{bug|8391}}  Occasionally, this can also occur when temperature calculations are still enabled. {{bug|1272}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=284244</id>
		<title>Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=284244"/>
		<updated>2023-01-06T21:25:48Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Understanding the value chain */ value of billon vs copper/silver bars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{stonelookup/0}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Tetrahedrite''' is an incredibly common [[ore]] of both [[copper]] and [[silver]]. [[Smelter|Smelting]] tetrahedrite will produce 4 copper [[bar]]s and 0-4 silver [[bar]]s*. On average, each nugget of tetrahedrite will produce less than one bar of silver when smelted.&lt;br /&gt;
&lt;br /&gt;
: * There is a separate 20% chance for each of the 4 silver bars being produced. This works out to be an &amp;lt;u&amp;gt;average&amp;lt;/u&amp;gt; of 0.8 silver bars each time a unit of tetrahedrite is smelted, with &amp;quot;no bars&amp;quot; or &amp;quot;1 bar&amp;quot; being equally common (40.96% of the time), 2 bars not uncommon (15.36% of the time), and 3 or 4 uncommon but not impossible (2.56% and 0.16%, respectively).&lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can also be used in [[alloy]] reactions requiring either a copper-bearing ore or a silver-bearing ore, but will only be used as a ''silver'' ore if no other silver ores are available. Two tetrahedrite nuggets can be smelted together as a copper-bearing ore and a silver-bearing ore to make eight [[billon]] bars for a roughly 70% increase in value compared to smelting the nuggets independently.&lt;br /&gt;
&lt;br /&gt;
When using tetrahedrite as a copper-bearing ore, it's often best to smelt it into bars first and then use those copper bars to create the alloy. This allows you to produce some [[silver]] bars in addition to the bars of alloy, but does require additional [[fuel]] and time. A clear exception to this is when producing [[billon]] from two tetrahedrite nuggets, when the benefits of using tetrahedrite as a silver-bearing ore outweigh the drawbacks of using tetrahedrite as a copper-bearing ore.&lt;br /&gt;
&lt;br /&gt;
[[File:Tetrahedrite-Chalcopyrite-Sphalerite-251531.jpg|thumb|300px|center|Tetrahedrite crystals with chalcopyrite and sphalerite crystals (size: 8.2 x 6.4 x 4.7 cm)]]&lt;br /&gt;
&lt;br /&gt;
==Understanding the value chain==&lt;br /&gt;
A single tetrahedrite boulder (seen in-game as simply &amp;quot;tetrahedrite&amp;quot;, laying on the floor as a byproduct of [[miner|mining]]) has a [[Item value|value]] of 9 (3 for being a stone boulder, times 3 for it being tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
This boulder can be smelted into 4 bars of copper, each having a value of 10 (5 for being bars, times 2 for them being made of copper), for a total of 40, and a random amount of 0 to 4 bars of silver (mean being 0.8), each having a value of 50 (5 for being bars, times 10 for them being made of silver). So each single tetrahedrite boulder gives you a (mean) value of 80 in copper and silver bars. If you smelt two of them into billon instead, this yields 8 billon bars worth 30 each (5 for being bars, 6 for being made of billon), for a total of 240 value, i.e. 120 per boulder.&lt;br /&gt;
&lt;br /&gt;
Each bar can be then [[Forge|forged]] into items, like a [[battle axe]]. A copper battle axe will have a value of 68 (34 for being a battle axe, times 2 for being made of copper), thus the original tetrahedrite boulder will yield a total value of 544 (272 from the 4 copper battle axes, plus 272 as a mean of the possible silver battle axes, each worth 340). And this can be multiplied up to 12x since battle axes have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pressure&amp;diff=284238</id>
		<title>Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pressure&amp;diff=284238"/>
		<updated>2023-01-06T20:34:49Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Plumbing Schemes */ convert to &amp;lt;diagram&amp;gt;, use symbols as in game (except floodgate which is confusingly the same as up/down stairs)&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;
{{Material properties}}&lt;br /&gt;
''Dwarf Fortress'' features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple - certain forms of '''fluids''' movement exert '''pressure''', causing them to potentially move ''upwards'' into other areas.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
In ''Dwarf Fortress'', contrary to what many people may believe, pressure is '''not''' a property of a body of liquid. It's simply one of three rules by which liquids can be moved - the others are simple ''gravity'' (when the tile beneath contains less than 7/7 of liquid and it simply falls downward) and ''diffusion'' (when the liquid levels of two adjacent tiles are averaged, possibly pushing items around).&lt;br /&gt;
&lt;br /&gt;
The following types of liquid movement follow the rules of pressure:&lt;br /&gt;
* [[Water]] falling downward into ''more'' water&lt;br /&gt;
* [[River]]/brook source tiles (whether the map edge or the &amp;quot;delta&amp;quot; where the river itself begins) generating water&lt;br /&gt;
** [[Lake]]s (surface or subterranean), [[ocean]]s, and the [[magma sea]] refilling from the map edge do '''not''' exhibit pressure&lt;br /&gt;
* [[Screw pump]]s moving water '''or''' magma&lt;br /&gt;
&lt;br /&gt;
When a liquid is moved (or created) with pressure, it attempts to locate the nearest tile on the same Z-level as its destination tile (for falling water, this is 1 Z-level ''beneath'' its original location) by moving north, south, east, west, down, or up. As it tries to locate an appropriate destination, the liquid will first only try to move sideways and downward - only when this fails will it attempt to move upward. Pressure will not propagate through diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a fluid will be pushed up the other side of the u-bend. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''[[fun]]''' than anticipated. '''[[Water]]''' and '''[[magma]]''' behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The key to understanding how high a z-level water will reach is to understand which tile(s) pressure is being ''exerted on''.  Pressure will cause the water level to go ''as high as'' the tile upon which pressure is being exerted, but ''no higher''.&lt;br /&gt;
&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the larger area to the right. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Diagram A !! Diagram B !! Diagram C&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F][#080]≈▓   ▓&lt;br /&gt;
▓▓▓▓▓[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓▓▓▓▓▓▓}}&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓▓▓▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓▓▓▓▓▓▓}}&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓    ÷÷[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓[#00F]≈[#00F]≈[#00F]≈[#00F][#080]≈▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
      ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
      ▓▓▓▓▓▓▓}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Undammed River || Dammed River || Screw Pump&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | ''(All diagrams are side views, and cover 4 z-levels of water, plus a &amp;quot;bottom&amp;quot; z-level of stone/soil.)''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the first example ('''Diagram A'''), we have water taken directly from a (flat) river used to fill a u-bend. In this case, the river is free to flow off the edge of the map, so the only pressure comes from the water tile on the top of the u-bend's left side (highlighted in green) falling downward (into the tile highlighted in red), so the water on the right side stops one level below the river itself, because even though the ''source'' tile is at river level, the ''destination'' tile (in red), whose height the water will reach because of pressure, is one z-level ''below'' the source tile.&lt;br /&gt;
&lt;br /&gt;
In the next example ('''Diagram B'''), a '''dam''' (''not shown'') has been placed, which now prevents the river from flowing off the edge of the map. In this case, since it no longer has a &amp;quot;preferred&amp;quot; area to flow into, the pressure exerted by the river source (highlighted in red) allows the water to fill up the remaining level of the u-bend. Use caution when placing a dam on your river.  &lt;br /&gt;
* Note that this situation also applies '''on a map where the river is running into the sea'''.  Rivers running into the sea are obviously not free to flow off the edge of the map, as the sea itself actually &amp;quot;dams&amp;quot; them.&lt;br /&gt;
&lt;br /&gt;
The final example ('''Diagram C'''), demonstrates how a '''[[screw pump]]''' exerts pressure - in this case, the water fills up to the same level as the pump's output tile (highlighted in red).&lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with [[magma]] as well, however, you should read further.&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''[[Magma]]''' does not exert pressure when ''it falls downward''. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe - it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
In the second diagram (Diagram B) we see how with the addition of a single [[screw pump]], the entire situation changes dramatically - when the screw pump moves magma to the right side, it does so using the rules of pressure and allows the area to fill up to the level of the pump. Accidentally flooding your fortress with [[magma]] is considerably more [[fun]] than a flood of [[water]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Diagram A !! Diagram B&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magma Pipe (side view) || Screw Pump (side view)&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓   ▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓   ▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓   ▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈[#F00]≈[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓▓▓▓}}&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
    ÷÷[#F00]≈▓[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓[#F00]≈▓[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓[#F00]≈▓[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓[#F00]≈[#F00]≈[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓▓▓▓▓▓▓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advanced Pressure==&lt;br /&gt;
=== Lazy model ===&lt;br /&gt;
Pressure is a lazy model, but will ''always'' behave like above. For example, a system on z0 receives water from a cistern z3 in amounts of ~3/tick. This system consists of a tree of passages, one tile wide, and contains 'underpasses' on z-1. Water will flow into the system to a depth of 7 before coming up on the other side of a the first underpass, as is expected. However, if faced with ''two'' underpasses, it will choose the nearest one and fill all the system on the other side of that underpass to a depth of 7 before filling the system on the other side of the far underpass. Similarly, if faced with multiple exits from the system, the whole flow will flow out of ''one'' exit, the nearest lowest one.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that, since the water is falling '''on top of''' the river's surface, the pressure exerted when it falls down into the river will permit it to pass through U-bends that would normally not be filled when using a flat undammed river - if you tap into a river below a waterfall just as you would above it, you could very easily flood your fortress.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing pressure==&lt;br /&gt;
There are three methods for neutralizing fluid pressure: diagonal connections, screw pumps, and active control systems. Knowing how to manipulate pressure as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. Note that [[fortification]]s do ''not'' neutralize pressure.&lt;br /&gt;
&lt;br /&gt;
===Diagonal flow===&lt;br /&gt;
Liquids moving via pressure can only move to [[orthogonal]]ly adjacent tiles. When faced with a diagonal gap, pressure will fail to move the liquid, forcing the liquid to instead spread out. By forcing fluids through a diagonal connection you can prevent pressure from propagating past a certain point. &lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels straight up and down to different Z-levels, never diagonally.&lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''[[flow]]''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3 tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
'''Top view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
[#1:1]&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;[#]         ▒   [#1:1]&amp;gt;[#]  [#1:1]&amp;gt;[#]  [#1:1]&amp;gt;[#]&lt;br /&gt;
4Z Pressure  ▒  1Z Pressure&lt;br /&gt;
[#1:1]&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;[#]       ▒     [#1:1]&amp;gt;[#]  [#1:1]&amp;gt;[#]  [#1:1]&amp;gt;[#]&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Side view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒[#1:1]≈≈≈[#]▒&lt;br /&gt;
▒[#1:1]≈≈≈[#]▒&lt;br /&gt;
▒[#1:1]≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒&lt;br /&gt;
▒[#1:1]≈≈≈≈≈≈≈≈RRR≈≈≈≈≈≈≈[#]▒ RRR = Pressure regulator design as seen in top view&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Since water pressure does not propagate through pumps, it is possible to fill a pool from a &amp;quot;pressurized&amp;quot; source using a screw pump without it overflowing. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be [[power]]ed instead of [[pump operator|run by a dwarf]], as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
Power  Water&lt;br /&gt;
[#4:1]↓[#]    [#1:1]↓↓↓↓[#]&lt;br /&gt;
▒▒▒▒▒▒[#4:1]║[#]▒▒▒[@1:1]▒[@][#1:1]≈≈≈≈[#]&lt;br /&gt;
▒▒▒▒▒▒[#4:1]║[#]▒▒▒▒[@1:1]▒[@][#1:1]≈≈≈[#]&lt;br /&gt;
.....▒[#4:1]║[#][@1:1]▒▒▒▒▒▒[@][#1:1]≈≈[#]&lt;br /&gt;
▒[#00D]≈≈≈≈≈[#4:1]÷[#4:1][@1:1]÷[@][#1:1]≈≈≈≈≈≈≈[#]&lt;br /&gt;
▒▒▒▒▒▒▒[@1:1]▒[@][#1:1]≈[#][@1:1]▒▒▒▒▒▒[@]&lt;br /&gt;
▒▒▒▒▒▒▒▒[@1:1]▒[@]▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;▒&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Wall&lt;br /&gt;
|-&lt;br /&gt;
| 2.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;1:1&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;▒&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Wall that would flood with pressurized water if dug&lt;br /&gt;
|-&lt;br /&gt;
| 3.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;4:1&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;÷[@1:1]÷&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Pump facing left, with the right tile flooded&lt;br /&gt;
|-&lt;br /&gt;
| 4.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;.&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Floor&lt;br /&gt;
|-&lt;br /&gt;
| 5.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;1:1&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;≈&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Pressurized water&lt;br /&gt;
|-&lt;br /&gt;
| 6.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;1:0&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;≈[#]&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| &amp;quot;Unpressurized&amp;quot; water&lt;br /&gt;
|-&lt;br /&gt;
| 7.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;4:1&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;║[#]&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Axle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the screw pump ''will'' still exert pressure when filling the pool, but said pressure will be independent of the source and can be subsequently blocked by diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
===Advanced systems for fine tuning pressure===&lt;br /&gt;
&lt;br /&gt;
Multiple methods can be used to modify the pressure of fluids to a specific number of Z-levels. One of the simpler examples is using an active control system and mechanical cycling.&lt;br /&gt;
&lt;br /&gt;
An active control system can allow some water flow while preventing pressurized water from overflowing. Such a setup is significantly more complicated than the other two options, but it can produce controlled amounts of water at varying depths and pressures. While there are many different ways to set up a control system, a relatively simple example is shown below:&lt;br /&gt;
&lt;br /&gt;
====Simple example using mechanical cycling====&lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure ≈ +[#1:1]≈≈≈≈≈[#]+ ≈  2Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two doors ('+') are connected to a control system (such as [[lever]]s or a [[minecart]] loop). The control system is designed to only open one of the doors at a time. When the left door is open, the pressurized water fills a reservoir. When the right door is opened, the reservoir provides reduced pressure and limited flow. The cycling can be controlled manually (by pulling levers), or automated (minecarts, pressure plates, etc.). Throughput is limited by how quickly the doors can be cycled; [[pressure plate]]s normally have a 99 tick refractory period, but clever design can reduce that significantly.&lt;br /&gt;
&lt;br /&gt;
====Advanced examples using constructed pressure regulators====&lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure [#1:1]≈ RRR ≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ RRR = Pressure regulator design as seen above&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#] ≈  2Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this setup, we can use a diagonal flow pressure regulator to convert our 8Z pressure to 1Z pressure. This will then enter our chamber as 1Z, fall down a single Z and turn into 2Z pressure. &lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure [#1:1]≈ RRR ≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ RRR = Pressure regulator design as seen above&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#] ≈  3Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is another example showing how to expand the concept to a 3Z level output pressure. This setup can be modified to fit any Z level of pressure. It is important to note that the output pressure is at the bottom of the mechanism, and will therefore follow the above rules for water in a U-bend.&lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure [#1:1]≈ RRR ≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ RRR = Pressure regulator design as seen above&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈ ≈[#]  9Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is a example we can see how to generate 9Z level pressure, 1Z greater pressure than our input pressure &lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure [#1:1]≈ ≈≈≈ ≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ≈≈≈ = Pressure regulator NOT present&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈ ≈[#]  17Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this final example, to illustrate the usage of pressure regulators in modifying and obtaining custom pressures, when the regulator is omitted the output pressure will be the sum of both the input pressure, and the drop pressure.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
[[Hatch cover|Hatches]] can be placed over [[channel]]s, [[stair]]s, [[ramp]]s, etc. to prevent [[water]] from moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too). Note that the construction of a hatch over the input tile of a [[Screw pump]] prevents water from being pumped.&lt;br /&gt;
&lt;br /&gt;
==Plumbing schemes==&lt;br /&gt;
Using the information above, you can devise a number of ways to get the water where you want it to be. The following schemes provide a starting point for beginners:&lt;br /&gt;
&lt;br /&gt;
===Safe well===&lt;br /&gt;
&lt;br /&gt;
'''Side view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒X▒[#1:1]≈≈≈[#] &amp;lt;-- potable water source&lt;br /&gt;
▒▒▒▒▒▒▒▒X▒&lt;br /&gt;
  ○  ▒▒&amp;gt;&amp;lt;▒&lt;br /&gt;
▒▒ ▒▒▒▒X▒▒&lt;br /&gt;
▒   ▒▒▒X▒▒&lt;br /&gt;
▒▒#▒▒▒▒X▒▒&lt;br /&gt;
▒▒     X▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒&lt;br /&gt;
▒▒&amp;lt;▒ &amp;lt;--up stair (to water source)&lt;br /&gt;
▒&amp;gt;▒▒ &amp;lt;--down stair (to reservoir)&lt;br /&gt;
▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dig the up/down stairs ('X') near a source of good clean water (river, stream), and tunnel to the location below where you want your well. Make sure to add the pressure regulator ('&amp;gt;&amp;lt;') at the height of the well by digging another stairway diagonally adjacent to the first. Dig out the reservoir on the left side, channel down into the supply tunnel, and add a floor [[grate]] ('#') directly below the well (this grate keeps enemies from entering your fort via the well). Finally, channel a connection between the water source and your supply tunnel to fill the reservoir, and build your well ('○'). You can also build additional wells directly above the first, as long as you channel a clear path straight down into the reservoir.&lt;br /&gt;
&lt;br /&gt;
===Pillar of pools===&lt;br /&gt;
&lt;br /&gt;
Can be used to provide each level with a pool. A central 'pillar' of water extends all the way down and provides the water.&lt;br /&gt;
&lt;br /&gt;
'''Top floor, top view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
._▒&amp;gt;|[#1:1]≈≈≈[#] &amp;lt;-- water tunnel (e.g. coming from a river or your cistern). | = floodgate&lt;br /&gt;
._▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Top &amp;amp;minus;1, top view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
▒[#1:1]≈[#]▒X▒_.&lt;br /&gt;
▒[#1:1]≈≈[#]▒▒_.&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Top &amp;amp;minus;2, top view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
._▒X▒[#1:1]≈[#]▒&lt;br /&gt;
._▒▒[#1:1]≈≈[#]▒&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obviously, keep the central block (with up/down staircase) aligned on each level. For lower levels simply continue alternating the -1 and -2 layouts.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add a lever and hook it up to the top floodgate so you can shut off the main flow if you're experiencing &amp;lt;s&amp;gt;flooding&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
You can also add additional floodgates on each level if you like:&lt;br /&gt;
&lt;br /&gt;
'''z-1, top view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
▒[#1:1]≈[#]▒X▒_.&lt;br /&gt;
▒[#1:1]≈[#]|▒▒_.&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''z-2, top view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
._▒X▒[#1:1]≈[#]▒&lt;br /&gt;
._▒▒|[#1:1]≈[#]▒&lt;br /&gt;
▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=32453.0 Hydrodynamics Education] forum thread&lt;br /&gt;
* [[Flow]]&lt;br /&gt;
* [[River]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=284236</id>
		<title>Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=284236"/>
		<updated>2023-01-06T19:46:09Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: again&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;
'''Stairs''' allow [[creatures]] to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of the appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|''A side-view illustration of various digging designations.'']]&lt;br /&gt;
&lt;br /&gt;
Caravan [[wagon]]s can't travel across stairs -- you need [[ramp]]s for those to be able to reach your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. [[Floor hatch]]es can stop both falling creatures and liquid. They can also be locked to keep those pesky [[crundle]]s from interrupting everything your dwarves could possibly do.&lt;br /&gt;
&lt;br /&gt;
Down stairs reveal a tile directly beneath them. If it's [[water|wet]] or [[magma|warm]], any further [[mining]] designation on this tile will be automatically removed, but can then be manually replaced. (i.e. the game gives you a warning when that tile is first revealed, then assumes you know what you're doing. Don't prove the game [[flood|wrong]].)&lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, stairs can only be [[Construction removal|removed]] by dwarves (ordered to do so - never on their own initiative) or [[cave-in]]s. Dug-out stairs can melt, if made from [[ice]], but are otherwise just as resistant to damage - they can be removed by channeling the stair tile.&lt;br /&gt;
&lt;br /&gt;
Stairs are fully capable of holding any amount of weight above them. An up stair or up/down stair will stop tiles falling during a [[cave-in]]; a down stair will not. However, when any stair tile is collapsed by a cave-in, the stairs disappear entirely.&lt;br /&gt;
&lt;br /&gt;
== Planning stairs ==&lt;br /&gt;
&lt;br /&gt;
Stairs can be created in two different ways, or a combination of them: &lt;br /&gt;
* You can use the digging orders menu ({{k|m}}) and select stair mining ({{k|t}}) to carve them out of a wall of unmined material (see [[digging]]).&lt;br /&gt;
* You can use the build menu ({{k|b}}{{k|C}}) to construct them in an open tile ({{k|t}}) using material you have already gathered.&lt;br /&gt;
&lt;br /&gt;
Stairs have been overhauled in v50; you no longer need to manually designate up, down, or up/down stairwells. Instead, you designate the z-levels your stairwell begins and ends at, and your dwarves will automatically build/carve stairs as necessary.&lt;br /&gt;
&lt;br /&gt;
You can't carve stairs upwards on a square that has already been dug out; you have to carve one out of an existing wall or {{k|b}}uild instead.&lt;br /&gt;
&lt;br /&gt;
Up-stairs can be always built on top of down-stairs (provided there's clearance on the z-level above you), but you '''cannot''' carve down-stairs into a constructed up-stairs; you will have to temporarily deconstruct the up-stair you built if you want to carve downwards at that spot. You can, however, carve down-stairs into carved up-stairs.&lt;br /&gt;
&lt;br /&gt;
Stairs cannot be built upwards if the destination z-level is inaccessible; you can't begin construction on an up-stair if you don't already have a clear path above you. This includes if the destination tile of the up-stair is another up-stair, meaning that a stairwell through existing floors must be constructed from the top down or have alternative access to the higher z-levels. Careless renovation of stairwells can result in inaccessible upper floors.&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=284235</id>
		<title>Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=284235"/>
		<updated>2023-01-06T19:45:58Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: spacing&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;
'''Stairs''' allow [[creatures]] to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of the appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|''A side-view illustration of various digging designations.'']]&lt;br /&gt;
&lt;br /&gt;
Caravan [[wagon]]s can't travel across stairs -- you need [[ramp]]s for those to be able to reach your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. [[Floor hatch]]es can stop both falling creatures and liquid. They can also be locked to keep those pesky [[crundle]]s from interrupting everything your dwarves could possibly do.&lt;br /&gt;
&lt;br /&gt;
Down stairs reveal a tile directly beneath them. If it's [[water|wet]] or [[magma|warm]], any further [[mining]] designation on this tile will be automatically removed, but can then be manually replaced. (i.e. the game gives you a warning when that tile is first revealed, then assumes you know what you're doing. Don't prove the game [[flood|wrong]].)&lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, stairs can only be [[Construction removal|removed]] by dwarves (ordered to do so - never on their own initiative) or [[cave-in]]s. Dug-out stairs can melt, if made from [[ice]], but are otherwise just as resistant to damage - they can be removed by channeling the stair tile.&lt;br /&gt;
&lt;br /&gt;
Stairs are fully capable of holding any amount of weight above them. An up stair or up/down stair will stop tiles falling during a [[cave-in]]; a down stair will not. However, when any stair tile is collapsed by a cave-in, the stairs disappear entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planning stairs ==&lt;br /&gt;
&lt;br /&gt;
Stairs can be created in two different ways, or a combination of them: &lt;br /&gt;
* You can use the digging orders menu ({{k|m}}) and select stair mining ({{k|t}}) to carve them out of a wall of unmined material (see [[digging]]).&lt;br /&gt;
* You can use the build menu ({{k|b}}{{k|C}}) to construct them in an open tile ({{k|t}}) using material you have already gathered.&lt;br /&gt;
&lt;br /&gt;
Stairs have been overhauled in v50; you no longer need to manually designate up, down, or up/down stairwells. Instead, you designate the z-levels your stairwell begins and ends at, and your dwarves will automatically build/carve stairs as necessary.&lt;br /&gt;
&lt;br /&gt;
You can't carve stairs upwards on a square that has already been dug out; you have to carve one out of an existing wall or {{k|b}}uild instead.&lt;br /&gt;
&lt;br /&gt;
Up-stairs can be always built on top of down-stairs (provided there's clearance on the z-level above you), but you '''cannot''' carve down-stairs into a constructed up-stairs; you will have to temporarily deconstruct the up-stair you built if you want to carve downwards at that spot. You can, however, carve down-stairs into carved up-stairs.&lt;br /&gt;
&lt;br /&gt;
Stairs cannot be built upwards if the destination z-level is inaccessible; you can't begin construction on an up-stair if you don't already have a clear path above you. This includes if the destination tile of the up-stair is another up-stair, meaning that a stairwell through existing floors must be constructed from the top down or have alternative access to the higher z-levels. Careless renovation of stairwells can result in inaccessible upper floors.&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pressure&amp;diff=284233</id>
		<title>Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pressure&amp;diff=284233"/>
		<updated>2023-01-06T19:30:58Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Neutralizing Pressure */ convert diagrams to Dwarf Fortress Wiki:Diagram; capitalisation&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;
{{Material properties}}&lt;br /&gt;
''Dwarf Fortress'' features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple - certain forms of '''fluids''' movement exert '''pressure''', causing them to potentially move ''upwards'' into other areas.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
In ''Dwarf Fortress'', contrary to what many people may believe, pressure is '''not''' a property of a body of liquid. It's simply one of three rules by which liquids can be moved - the others are simple ''gravity'' (when the tile beneath contains less than 7/7 of liquid and it simply falls downward) and ''diffusion'' (when the liquid levels of two adjacent tiles are averaged, possibly pushing items around).&lt;br /&gt;
&lt;br /&gt;
The following types of liquid movement follow the rules of pressure:&lt;br /&gt;
* [[Water]] falling downward into ''more'' water&lt;br /&gt;
* [[River]]/brook source tiles (whether the map edge or the &amp;quot;delta&amp;quot; where the river itself begins) generating water&lt;br /&gt;
** [[Lake]]s (surface or subterranean), [[ocean]]s, and the [[magma sea]] refilling from the map edge do '''not''' exhibit pressure&lt;br /&gt;
* [[Screw pump]]s moving water '''or''' magma&lt;br /&gt;
&lt;br /&gt;
When a liquid is moved (or created) with pressure, it attempts to locate the nearest tile on the same Z-level as its destination tile (for falling water, this is 1 Z-level ''beneath'' its original location) by moving north, south, east, west, down, or up. As it tries to locate an appropriate destination, the liquid will first only try to move sideways and downward - only when this fails will it attempt to move upward. Pressure will not propagate through diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a fluid will be pushed up the other side of the u-bend. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''[[fun]]''' than anticipated. '''[[Water]]''' and '''[[magma]]''' behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The key to understanding how high a z-level water will reach is to understand which tile(s) pressure is being ''exerted on''.  Pressure will cause the water level to go ''as high as'' the tile upon which pressure is being exerted, but ''no higher''.&lt;br /&gt;
&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the larger area to the right. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
! Diagram A !! Diagram B !! Diagram C&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F][#080]≈▓   ▓&lt;br /&gt;
▓▓▓▓▓[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓▓▓▓▓▓▓}}&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓▓▓▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓▓▓▓▓▓▓}}&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓    ÷÷[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓[#00F]≈[#00F]≈[#00F]≈[#00F][#080]≈▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
      ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
      ▓▓▓▓▓▓▓}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Undammed River || Dammed River || Screw Pump&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | ''(All diagrams are side views, and cover 4 z-levels of water, plus a &amp;quot;bottom&amp;quot; z-level of stone/soil.)''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the first example ('''Diagram A'''), we have water taken directly from a (flat) river used to fill a u-bend. In this case, the river is free to flow off the edge of the map, so the only pressure comes from the water tile on the top of the u-bend's left side (highlighted in green) falling downward (into the tile highlighted in red), so the water on the right side stops one level below the river itself, because even though the ''source'' tile is at river level, the ''destination'' tile (in red), whose height the water will reach because of pressure, is one z-level ''below'' the source tile.&lt;br /&gt;
&lt;br /&gt;
In the next example ('''Diagram B'''), a '''dam''' (''not shown'') has been placed, which now prevents the river from flowing off the edge of the map. In this case, since it no longer has a &amp;quot;preferred&amp;quot; area to flow into, the pressure exerted by the river source (highlighted in red) allows the water to fill up the remaining level of the u-bend. Use caution when placing a dam on your river.  &lt;br /&gt;
* Note that this situation also applies '''on a map where the river is running into the sea'''.  Rivers running into the sea are obviously not free to flow off the edge of the map, as the sea itself actually &amp;quot;dams&amp;quot; them.&lt;br /&gt;
&lt;br /&gt;
The final example ('''Diagram C'''), demonstrates how a '''[[screw pump]]''' exerts pressure - in this case, the water fills up to the same level as the pump's output tile (highlighted in red).&lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with [[magma]] as well, however, you should read further.&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''[[Magma]]''' does not exert pressure when ''it falls downward''. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe - it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
In the second diagram (Diagram B) we see how with the addition of a single [[screw pump]], the entire situation changes dramatically - when the screw pump moves magma to the right side, it does so using the rules of pressure and allows the area to fill up to the level of the pump. Accidentally flooding your fortress with [[magma]] is considerably more [[fun]] than a flood of [[water]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Diagram A !! Diagram B&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Magma Pipe (side view) || Screw Pump (side view)&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓   ▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓   ▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓   ▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈[#F00]≈[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓▓▓▓}}&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
    ÷÷[#F00]≈▓[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓[#F00]≈▓[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓[#F00]≈▓[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓[#F00]≈[#F00]≈[#F00]≈[#F00]≈[#F00]≈▓&lt;br /&gt;
▓[#F00]≈[#F00]≈[#F00]≈▓▓▓▓▓▓▓▓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Advanced Pressure==&lt;br /&gt;
=== Lazy model ===&lt;br /&gt;
Pressure is a lazy model, but will ''always'' behave like above. For example, a system on z0 receives water from a cistern z3 in amounts of ~3/tick. This system consists of a tree of passages, one tile wide, and contains 'underpasses' on z-1. Water will flow into the system to a depth of 7 before coming up on the other side of a the first underpass, as is expected. However, if faced with ''two'' underpasses, it will choose the nearest one and fill all the system on the other side of that underpass to a depth of 7 before filling the system on the other side of the far underpass. Similarly, if faced with multiple exits from the system, the whole flow will flow out of ''one'' exit, the nearest lowest one.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that, since the water is falling '''on top of''' the river's surface, the pressure exerted when it falls down into the river will permit it to pass through U-bends that would normally not be filled when using a flat undammed river - if you tap into a river below a waterfall just as you would above it, you could very easily flood your fortress.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing pressure==&lt;br /&gt;
There are three methods for neutralizing fluid pressure: diagonal connections, screw pumps, and active control systems. Knowing how to manipulate pressure as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. Note that [[fortification]]s do ''not'' neutralize pressure.&lt;br /&gt;
&lt;br /&gt;
===Diagonal flow===&lt;br /&gt;
Liquids moving via pressure can only move to [[orthogonal]]ly adjacent tiles. When faced with a diagonal gap, pressure will fail to move the liquid, forcing the liquid to instead spread out. By forcing fluids through a diagonal connection you can prevent pressure from propagating past a certain point. &lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels straight up and down to different Z-levels, never diagonally.&lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''[[flow]]''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3 tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
'''Top view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
[#1:1]&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;[#]         ▒   [#1:1]&amp;gt;[#]  [#1:1]&amp;gt;[#]  [#1:1]&amp;gt;[#]&lt;br /&gt;
4Z Pressure  ▒  1Z Pressure&lt;br /&gt;
[#1:1]&amp;gt;&amp;gt;&amp;gt;&amp;gt;&amp;gt;[#]       ▒     [#1:1]&amp;gt;[#]  [#1:1]&amp;gt;[#]  [#1:1]&amp;gt;[#]&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Side view'''&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒[#1:1]≈≈≈[#]▒&lt;br /&gt;
▒[#1:1]≈≈≈[#]▒&lt;br /&gt;
▒[#1:1]≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒&lt;br /&gt;
▒[#1:1]≈≈≈≈≈≈≈≈RRR≈≈≈≈≈≈≈[#]▒ RRR = Pressure regulator design as seen in top view&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Since water pressure does not propagate through pumps, it is possible to fill a pool from a &amp;quot;pressurized&amp;quot; source using a screw pump without it overflowing. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be [[power]]ed instead of [[pump operator|run by a dwarf]], as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
Power  Water&lt;br /&gt;
[#4:1]↓[#]    [#1:1]↓↓↓↓[#]&lt;br /&gt;
▒▒▒▒▒▒[#4:1]║[#]▒▒▒[@1:1]▒[@][#1:1]≈≈≈≈[#]&lt;br /&gt;
▒▒▒▒▒▒[#4:1]║[#]▒▒▒▒[@1:1]▒[@][#1:1]≈≈≈[#]&lt;br /&gt;
.....▒[#4:1]║[#][@1:1]▒▒▒▒▒▒[@][#1:1]≈≈[#]&lt;br /&gt;
▒[#00D]≈≈≈≈≈[#4:1]÷[#4:1][@1:1]÷[@][#1:1]≈≈≈≈≈≈≈[#]&lt;br /&gt;
▒▒▒▒▒▒▒[@1:1]▒[@][#1:1]≈[#][@1:1]▒▒▒▒▒▒[@]&lt;br /&gt;
▒▒▒▒▒▒▒▒[@1:1]▒[@]▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Key:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;▒&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Wall&lt;br /&gt;
|-&lt;br /&gt;
| 2.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;1:1&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;▒&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Wall that would flood with pressurized water if dug&lt;br /&gt;
|-&lt;br /&gt;
| 3.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;4:1&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;÷[@1:1]÷&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Pump facing left, with the right tile flooded&lt;br /&gt;
|-&lt;br /&gt;
| 4.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;.&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Floor&lt;br /&gt;
|-&lt;br /&gt;
| 5.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;1:1&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;≈&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Pressurized water&lt;br /&gt;
|-&lt;br /&gt;
| 6.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;1:0&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;≈[#]&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| &amp;quot;Unpressurized&amp;quot; water&lt;br /&gt;
|-&lt;br /&gt;
| 7.&lt;br /&gt;
| &amp;lt;diagram fg=&amp;quot;4:1&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;║[#]&amp;lt;/diagram&amp;gt;&lt;br /&gt;
| Axle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the screw pump ''will'' still exert pressure when filling the pool, but said pressure will be independent of the source and can be subsequently blocked by diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
===Advanced systems for fine tuning pressure===&lt;br /&gt;
&lt;br /&gt;
Multiple methods can be used to modify the pressure of fluids to a specific number of Z-levels. One of the simpler examples is using an active control system and mechanical cycling.&lt;br /&gt;
&lt;br /&gt;
An active control system can allow some water flow while preventing pressurized water from overflowing. Such a setup is significantly more complicated than the other two options, but it can produce controlled amounts of water at varying depths and pressures. While there are many different ways to set up a control system, a relatively simple example is shown below:&lt;br /&gt;
&lt;br /&gt;
====Simple example using mechanical cycling====&lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure ≈ +[#1:1]≈≈≈≈≈[#]+ ≈  2Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two doors ('+') are connected to a control system (such as [[lever]]s or a [[minecart]] loop). The control system is designed to only open one of the doors at a time. When the left door is open, the pressurized water fills a reservoir. When the right door is opened, the reservoir provides reduced pressure and limited flow. The cycling can be controlled manually (by pulling levers), or automated (minecarts, pressure plates, etc.). Throughput is limited by how quickly the doors can be cycled; [[pressure plate]]s normally have a 99 tick refractory period, but clever design can reduce that significantly.&lt;br /&gt;
&lt;br /&gt;
====Advanced examples using constructed pressure regulators====&lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure [#1:1]≈ RRR ≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ RRR = Pressure regulator design as seen above&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#] ≈  2Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this setup, we can use a diagonal flow pressure regulator to convert our 8Z pressure to 1Z pressure. This will then enter our chamber as 1Z, fall down a single Z and turn into 2Z pressure. &lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure [#1:1]≈ RRR ≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ RRR = Pressure regulator design as seen above&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#] ≈  3Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is another example showing how to expand the concept to a 3Z level output pressure. This setup can be modified to fit any Z level of pressure. It is important to note that the output pressure is at the bottom of the mechanism, and will therefore follow the above rules for water in a U-bend.&lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure [#1:1]≈ RRR ≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ RRR = Pressure regulator design as seen above&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈ ≈[#]  9Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here is a example we can see how to generate 9Z level pressure, 1Z greater pressure than our input pressure &lt;br /&gt;
&lt;br /&gt;
Side view&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram fg=&amp;quot;000&amp;quot; bg=&amp;quot;c0c0c0&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
8Z Pressure [#1:1]≈ ≈≈≈ ≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ≈≈≈ = Pressure regulator NOT present&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈[#]▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒[#1:1]≈≈≈≈≈ ≈[#]  17Z Pressure&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this final example, to illustrate the usage of pressure regulators in modifying and obtaining custom pressures, when the regulator is omitted the output pressure will be the sum of both the input pressure, and the drop pressure.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
[[Hatch cover|Hatches]] can be placed over [[channel]]s, [[stair]]s, [[ramp]]s, etc. to prevent [[water]] from moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too). Note that the construction of a hatch over the input tile of a [[Screw pump]] prevents water from being pumped.&lt;br /&gt;
&lt;br /&gt;
==Plumbing Schemes==&lt;br /&gt;
Using the information above, you can devise a number of ways to get the water where you want it to be. The following schemes provide a starting point for beginners:&lt;br /&gt;
&lt;br /&gt;
===Safe well===&lt;br /&gt;
&lt;br /&gt;
'''Side view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
   &lt;br /&gt;
 ▒▒▒▒▒▒▒▒X▒≈≈≈ &amp;lt;-- potable water source&lt;br /&gt;
 ▒▒▒▒▒▒▒▒X▒&lt;br /&gt;
   w  ▒▒OO▒&lt;br /&gt;
 ▒▒ ▒▒▒▒X▒▒&lt;br /&gt;
 ▒   ▒▒▒X▒▒&lt;br /&gt;
 ▒▒_▒▒▒▒X▒▒&lt;br /&gt;
 ▒▒     X▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
'''Pressure regulator, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒&lt;br /&gt;
 ▒▒u▒ &amp;lt;--up stair (to water source)&lt;br /&gt;
 ▒d▒▒ &amp;lt;--down stair (to reservoir)&lt;br /&gt;
 ▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Dig the up/down stairs ('X') near a source of good clean water (river, stream), and tunnel to the location below where you want your well. Make sure to add the pressure regulator ('OO') at the height of the well by digging another stairway diagonally adjacent to the first. Dig out the reservoir on the left side, channel down into the supply tunnel, and add a [[grate]] ('_') directly below the well (this grate keeps enemies from entering your fort via the well). Finally, channel a connection between the water source and your supply tunnel to fill the reservoir, and build your well ('w'). You can also build additional wells directly above the first, as long as you channel a clear path straight down into the reservoir.&lt;br /&gt;
&lt;br /&gt;
===Pillar of pools===&lt;br /&gt;
&lt;br /&gt;
Can be used to provide each level with a pool. A central 'pillar' of water extends all the way down and provides the water.&lt;br /&gt;
&lt;br /&gt;
* ▒ = wall&lt;br /&gt;
* H = channeled out&lt;br /&gt;
* ≈ = water&lt;br /&gt;
* | = flood gate&lt;br /&gt;
* d = down staircase&lt;br /&gt;
* x = up/down staircase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Top floor, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
  H▒d|≈≈≈ &amp;lt;-- water tunnel (e.g. coming from a river or your cistern)&lt;br /&gt;
  H▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
'''Top -1, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
 ▒≈▒x▒H&lt;br /&gt;
 ▒≈≈▒▒H&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
'''Top -2, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
  H▒x▒≈▒&lt;br /&gt;
  H▒▒≈≈▒&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Obviously, keep the central block (with up/down staircase) aligned on each level. For lower levels simply continue alternating the -1 and -2 layouts.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add a lever and hook it up to the top floodgate so you can shut off the main flow if you're experiencing &amp;lt;s&amp;gt;flooding&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
You can also add additional floodgates on each level if you like:&lt;br /&gt;
&lt;br /&gt;
'''z-1, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
 ▒≈▒x▒H&lt;br /&gt;
 ▒≈|▒▒H&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
'''z-2, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
  H▒x▒≈▒&lt;br /&gt;
  H▒▒|≈▒&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=32453.0 Hydrodynamics Education] forum thread&lt;br /&gt;
* [[Flow]]&lt;br /&gt;
* [[River]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Raw_Tile&amp;diff=284197</id>
		<title>Template:Raw Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Raw_Tile&amp;diff=284197"/>
		<updated>2023-01-06T13:34:10Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Special characters */ how to escape&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;div style=&amp;quot;float: right; padding: 0.5em; margin: 0.25em; border: 1px solid #ccc; background: #eee&amp;quot;&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;span style=&amp;quot;color: {{fgcolor|{{{2}}}}}; background: {{bgcolor|{{{2}}}|{{{3|#000}}}}}; font-size: 135%; font-family: 'Courier New', 'Quicktype Mono', 'Bitstream Vera Sans Mono', 'Lucida Console', 'Lucida Sans Typewriter', monospace; font-weight:bold; padding: 0; line-height: 1;&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Template:Raw Tile''' can be used to display tiles close to what they appear as in Dwarf Fortress. It is designed to be used in grids. There is a [[:Template:Tile|variant with padding]] for free-standing use. The [[:Template:Dwarf|Dwarf template]] can be used to insert dwarf faces.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;{{Raw Tile|&amp;lt;character&amp;gt;|a:b:c}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**where &amp;quot;a:b:c&amp;quot; is a [[Color|COLOR token]] value specifying both foreground and background color&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;{{Raw Tile|&amp;lt;character&amp;gt;|a:b}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**where &amp;quot;a:b&amp;quot; is a COLOR token value specifying foreground color only; background will be defaulted to black&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;{{Raw Tile|&amp;lt;character&amp;gt;|#xxx|#yyy}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**where #xxx is the foreground color and #yyy is the (optional, default black) background color&lt;br /&gt;
&lt;br /&gt;
=== Special characters ===&lt;br /&gt;
&lt;br /&gt;
Special characters can be copied from the [[character table]]. Characters used in the template syntax (e.g. | or =) need to be escaped (| can be written &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{!}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, = can be written &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{=}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#888|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#888|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#0000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|#808080|#000000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|0:1}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...can be made with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#888|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#888|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#0000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|#808080|#000000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|0:1}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Formatting Templates]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Raw_Tile&amp;diff=284196</id>
		<title>Template:Raw Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Raw_Tile&amp;diff=284196"/>
		<updated>2023-01-06T13:30:58Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Examples */ equals signs need to be escaped in the example code (also there's an easier way to do it)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;div style=&amp;quot;float: right; padding: 0.5em; margin: 0.25em; border: 1px solid #ccc; background: #eee&amp;quot;&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;span style=&amp;quot;color: {{fgcolor|{{{2}}}}}; background: {{bgcolor|{{{2}}}|{{{3|#000}}}}}; font-size: 135%; font-family: 'Courier New', 'Quicktype Mono', 'Bitstream Vera Sans Mono', 'Lucida Console', 'Lucida Sans Typewriter', monospace; font-weight:bold; padding: 0; line-height: 1;&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Template:Raw Tile''' can be used to display tiles close to what they appear as in Dwarf Fortress. It is designed to be used in grids. There is a [[:Template:Tile|variant with padding]] for free-standing use. The [[:Template:Dwarf|Dwarf template]] can be used to insert dwarf faces.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;{{Raw Tile|&amp;lt;character&amp;gt;|a:b:c}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**where &amp;quot;a:b:c&amp;quot; is a [[Color|COLOR token]] value specifying both foreground and background color&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;{{Raw Tile|&amp;lt;character&amp;gt;|a:b}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**where &amp;quot;a:b&amp;quot; is a COLOR token value specifying foreground color only; background will be defaulted to black&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;{{Raw Tile|&amp;lt;character&amp;gt;|#xxx|#yyy}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**where #xxx is the foreground color and #yyy is the (optional, default black) background color&lt;br /&gt;
&lt;br /&gt;
=== Special characters ===&lt;br /&gt;
&lt;br /&gt;
Special characters can be copied from the [[character table]]. Characters used in the template syntax (e.g. | or =) need to be escaped.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#888|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#888|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#0000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|#808080|#000000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|0:1}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...can be made with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#888|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|┼|#888|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|═|#CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#0000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|#808080|#000000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|#000000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|0:1}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|÷|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{=}}|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Formatting Templates]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Color&amp;diff=284190</id>
		<title>Color</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Color&amp;diff=284190"/>
		<updated>2023-01-06T11:52:26Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Material by color */ wikitable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
: {{for/see|an overview of graphics in Dwarf Fortress|[[Graphics]]}}&lt;br /&gt;
: {{for/see|user-compiled colors|[[color scheme]]}}&lt;br /&gt;
: {{for/see|lists of the colors of materials, professions, creatures, etc.|[[Color#Color lists|the &amp;quot;Color Lists&amp;quot; at the bottom of this page]]}}&lt;br /&gt;
[[File:palettes_v50.png|right]]''Dwarf Fortress'' can use roughly 8424 '''colors''' to give many tiles such as foregrounds, backgrounds and sprites different colors. These colors make up the [[color scheme]]. Which of these colors are assigned to a given tile is often decided by values in its raw file. Whether a pixel shows foreground, background, black or anything in between is influenced by its brightness and opacity. These colors are shown at the right:&lt;br /&gt;
&lt;br /&gt;
The original game used a simplistic 16-color palette, with 8 of those colors: black, blue, green, cyan, red, purple, yellow, grey, and a lighter version of those colors creating a total of 16. The game also has an option to use the classic ASCII visuals, mimicking the classic version of the game by using 16 colors. Even with the updated graphics turned on, many elements of the game still use this color scheme, as to visually stick with the classic game's graphically simple style. Color is also used to express various information, from a dwarf's [[profession]], to the natural color of a terrain feature, to the material an item is made of.&lt;br /&gt;
&lt;br /&gt;
Some sprite sheets contain their own dedicated color palettes.&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{outdatedsection}}&lt;br /&gt;
=== The tileset influences color display ===&lt;br /&gt;
[[File:Tileset-color-processing.png|300px|thumb|right]]&lt;br /&gt;
In the simplest case, a pixel on a tileset is either white (foreground) or transparent* (background). However, black, and anything in between is possible as well (even color):&lt;br /&gt;
* a white pixel will show the foreground color&lt;br /&gt;
* a transparent* pixel will show the background color&lt;br /&gt;
* a black pixel will stay black	&lt;br /&gt;
The darker a white pixel is (i.e. a shade of gray), the darker the foreground color will be displayed. Similarly, a black pixel with lower opacity will result in a darker background color. &lt;br /&gt;
A partially transparent, non-black pixel shows both the background and foreground color.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*magenta for .bmp files.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Colors are assigned based on material and other raw values ===&lt;br /&gt;
To decide which colors to use, DF looks at raw values for that object (color value or color token) and selects a foreground and background color from the 16 colors in the [[color scheme]]. When a color value is defined, it directly picks it from the 16. When instead a color token is defined, the game compares the color token definition to all 16 colors in the color scheme and picks the closest match.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO&lt;br /&gt;
clearly define somewhere when and how the article refers to background/foreground one one hand and pixels on the tileset on the other hand.&lt;br /&gt;
== How the tileset influences color display ==&lt;br /&gt;
TODO: look through commented out section of tileset page, correct it, update it, etc.&lt;br /&gt;
adapt as section here.&lt;br /&gt;
&lt;br /&gt;
go into more detail about color in tilesets.&lt;br /&gt;
&lt;br /&gt;
=== tricks === (&amp;lt;- keep short, focus on tools/facts, not applications; those go into future &amp;quot;custom tileset&amp;quot; page)&lt;br /&gt;
-tiles that are used for several things, one of which uses a black background others that don't can display different things:&lt;br /&gt;
-mention walls/engravings as example.: smoothed walls use foreground color of material and black background. Engraved walls use foreground color and dark foreground color as background (actually, verify that. Isn't info on that in the old section right below?). So all black pixels (on the tileset) will be &amp;quot;invisible&amp;quot; on smooth walls (because the background is also black), but with engraved walls having a background color, you can see a pattern.&lt;br /&gt;
-Other (&amp;quot;advanced&amp;quot;) example with transparency: 50%opacity white pixels next to 100%opacity 50% gray pixels&lt;br /&gt;
-other tricks I'm forgetting? check through old tileset threads on bay12&lt;br /&gt;
insert images showing the examples&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How colors are assigned ==&lt;br /&gt;
Colors of [[Status icon]]s, [[profession]]s, text and the [[interface]] in general are hardcoded. [[Item]]s, [[furniture]], [[construction]]s, and geographic features get the color of their [[material]]. Dyes and material contaminants use color tokens.&lt;br /&gt;
===Wall and floor color===&lt;br /&gt;
[[image:Towercaps-sandy.jpg|thumb|[[Phyllite]] (to the left) has DISPLAY_COLOR:0:7:1 and BASIC_COLOR:7:0.  The [[white sand]] present has DISPLAY_COLOR:7:6:1 and so the actual floor color is 7:1 (white).]]&lt;br /&gt;
&lt;br /&gt;
While the foreground, background and brightness shown in the [[Material definition token|RAW]] files will be applied to [[wall]]s, the [[stone|mineral]]'s &amp;quot;secondary&amp;quot; color will end up different.  Here is how it works:&lt;br /&gt;
* If the BASIC_COLOR tag is specified, it will use that color.  Note that the BASIC_COLOR tag only has foreground and brightness as arguments.&lt;br /&gt;
* If BASIC_COLOR is left out:&lt;br /&gt;
** The background color is forced to 0 (effectively stripping it).&lt;br /&gt;
** If the foreground color is 0, the game will display it as dark gray, color 8 (in other words, color 0 with brightness 1).&lt;br /&gt;
This is effective for [[stairs]], [[floor]]s, [[ramp]]s, and [[construction]]s (in the case of stone).  When stone is [[engraving|engraved]], it uses the material's TILE_COLOR (which is the same as the DISPLAY_COLOR unless overridden).&lt;br /&gt;
&lt;br /&gt;
=== Color values ===&lt;br /&gt;
&lt;br /&gt;
Colors are primarily defined using the [COLOR:x:y:z] or [DISPLAY_COLOR:x:y:z] tokens. The three arguments are:&lt;br /&gt;
&lt;br /&gt;
# Foreground color [0-7]&lt;br /&gt;
# Background color [0-7]&lt;br /&gt;
# Brightness of the foreground color [0 or 1]&lt;br /&gt;
&lt;br /&gt;
The brightness of the background color is always 0.&lt;br /&gt;
&lt;br /&gt;
By default*, the following 8 pairs of colors are displayed.  These are bright and dark shades of the primary colors, as well as black, white, and two grays:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em; text-align: left&amp;quot; | Name&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|2:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|3:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CYAN&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|4:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|5:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAGENTA&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|6:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:0}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LGRAY&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Col.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Bri.&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 9em; text-align: left&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;padding: 0.15em 0.4em; width: 3em&amp;quot; | Alt.&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|0:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DGRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 8&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|1:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LBLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 9&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|2:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LGREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|3:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LCYAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 11&lt;br /&gt;
|- style=&amp;quot;color: white; background: {{fgcolor|4:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LRED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 12&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|5:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LMAGENTA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 13&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|6:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
|- style=&amp;quot;color: black; background: {{fgcolor|7:1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 15&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''(* See [[color scheme]] for information about how to change the actual various colors as displayed.)''&lt;br /&gt;
&lt;br /&gt;
Sometimes the color numbers are part of another token, e.g. &amp;lt;code&amp;gt;[LEAVES:quarry bush leaf:quarry bush leaves:6:7:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]&amp;lt;/code&amp;gt; specifies the colors &amp;quot;7:0:0&amp;quot; for quarry bush leaves and &amp;quot;0:0:1&amp;quot; for wilted quarry bush leaves.&lt;br /&gt;
&lt;br /&gt;
====Values 8-15====&lt;br /&gt;
&lt;br /&gt;
If the brightness value is 1 or another nonzero number, it adds 8 to the foreground color. If the final value of the foreground or background is 8-15, it appears as a &amp;quot;bright&amp;quot; color. &lt;br /&gt;
&lt;br /&gt;
As these values can be manually typed in instead of using the brightness value, you can also give the background a bright color with this method. For example, for a white background color, add 8 to 7 = 15. For a light green background color, you add 8 to 2 = 10.&lt;br /&gt;
&lt;br /&gt;
=== Color tokens ===&lt;br /&gt;
&lt;br /&gt;
Material contaminants and [[dye]]s do not use color flags. Instead, they reference [[Descriptor color token|color tokens]] defined in descriptor_color_standard.txt. Color tokens are referenced by their token name, e.g. &amp;lt;code&amp;gt;[STATE_COLOR:SOLID:DARK_GREEN]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[POWDER_DYE:EMERALD]&amp;lt;/code&amp;gt;. The defined RGB values are not displayed in-game; one of the 16 display colors is used instead, choosing the one with the closest RGB values.&lt;br /&gt;
&lt;br /&gt;
The following colors are grouped according to their corresponding display color. Hexadecimal color values are not used in the raws, but correspond to the RGB values that are. For further information, see the Wikipedia article on [[wikipedia:Web colors|web colors]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto; border-spacing: 0;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; padding: 0 1em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''DGRAY colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|0:1}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLACK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #000000&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CLEAR&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #808080&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #808080&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(72, 60, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_DARK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 72&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #483C32&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(54, 69, 79)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARCOAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 54&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 69&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #36454F&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(80, 64, 77)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 77&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #50404D&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(139, 133, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #8B8589&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''LGRAY colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|7:0}}&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(192, 192, 192)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SILVER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #C0C0C0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(178, 190, 181)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ASH_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 190&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #B2BEB5&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''WHITE colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|7:1}}&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | WHITE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFFFFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(245, 245, 220)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BEIGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #F5F5DC&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 240)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | IVORY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFFFF0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(230, 230, 250)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #E6E6FA&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 240, 245)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LAVENDER_BLUSH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 245&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFF0F5&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''RED colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|4:0}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(144, 93, 93)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_ROSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 93&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #905D5D&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAROON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #800000&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(184, 115, 51)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COPPER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 184&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #B87333&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 105, 96)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 96&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #986960&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(183, 65, 14)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 183&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 65&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #B7410E&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(152, 118, 84)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 118&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #987654&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 113, 23)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_SANDY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 113&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 23&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #967117&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(145, 129, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 129&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #918151&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(153, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #993366&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(178, 0, 75)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED_PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #B2004B&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(145, 95, 109)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAUVE_TAUPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 145&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 95&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 109&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #915F6D&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(86, 3, 25)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 86&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 25&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #560319&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 0, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARMINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #960018&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''LRED colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|4:1}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(205, 92, 92)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 92&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #CD5C5C&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 194, 194)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ROSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 194&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 194&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #F4C2C2&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(255, 0, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RED&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FF0000&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(227, 66, 52)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VERMILION&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 227&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 52&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #E34234&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(233, 116, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_SIENNA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 116&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #E97451&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(192, 64, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MAHOGANY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #C04000&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(210, 105, 30)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHOCOLATE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 105&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #DC691E&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 117, 24)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUMPKIN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FF7518&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 133, 63)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 133&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #CD853F&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(205, 127, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRONZE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #CD7F32&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 119, 34)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OCHRE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 119&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 34&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #CC7722&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(231, 84, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 231&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 84&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #E75480&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(220, 20, 60)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CRIMSON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 60&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #DC143C&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(196, 30, 58)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CARDINAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 58&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #C41E3A&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(255, 36, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SCARLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FF0024&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''BROWN colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|6:0}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(117, 90, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RUSSET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 117&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 90&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #755A57&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(103, 76, 71)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_MEDIUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 103&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 76&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #674C47&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(138, 51, 36)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BURNT_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 138&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #8A3324&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(111, 53, 26)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AUBURN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #6F351A&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(188, 152, 126)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAUPE_PALE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 188&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 126&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #BC987E&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(101, 67, 33)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 101&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 67&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #654321&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 66, 20)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEPIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #704214&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(150, 75, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BROWN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 150&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #964B00&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(123, 63, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CINNAMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 63&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #7B3F00&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(115, 74, 18)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | RAW_UMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 74&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #734A12&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(181, 166, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BRASS&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 181&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 166&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #B5A642&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(128, 128, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #808000&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(85, 104, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_OLIVE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 85&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 104&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #556832&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(79, 121, 66)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FERN_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 79&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #4F7942&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''YELLOW colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|6:1}}&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 218, 185)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 185&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFDAB9&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(210, 180, 140)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 210&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 140&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #D2B48C&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 165, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ORANGE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFA500&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 229, 180)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEACH&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 229&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 180&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFE5B4&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(218, 165, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDENROD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 165&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #DAA520&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(194, 178, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | ECRU&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 194&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 178&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #C2B280&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(244, 196, 48)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SAFFRON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 196&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #F4C430&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 191, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMBER&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 191&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFBF00&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(212, 175, 55)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 55&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #D4AF37&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 234, 214)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PEARL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 234&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 214&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #F0EBD6&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(240, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BUFF&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 240&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #F0DC82&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(238, 220, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FLAX&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 220&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #EEDC82&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 223, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GOLDEN_YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFDF00&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(253, 233, 16)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LEMON&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 233&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FDE910&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 253, 208)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CREAM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 253&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 208&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFFDD0&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFFF00&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIME&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #CCFF00&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(154, 205, 50)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | YELLOW_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 154&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 205&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #9ACD32&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 255, 47)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN-YELLOW&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 47&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #ADFF2F&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''GREEN colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|2:0}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 50, 32)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 50&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 32&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #013220&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 168, 107)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | JADE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 168&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 107&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #00A86B&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''LGREEN colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|2:1}}&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CHARTREUSE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #7BFF00&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 0)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #00FF00&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(80, 200, 120)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EMERALD&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 120&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #50C878&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 127)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SPRING_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #00FF7F&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''CYAN colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|3:0}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(46, 139, 87)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SEA_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 46&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 87&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #2E8B57&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(1, 121, 111)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINE_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 121&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 111&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #01796F&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 128, 128)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TEAL&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #008080&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 123, 167)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | CERULEAN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 123&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 167&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #007BA7&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 51, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MIDNIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #003366&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''LCYAN colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|3:1}}&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 223, 173)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MOSS_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #ADDFAD&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(152, 255, 152)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | MINT_GREEN&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 152&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #98FF98&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(127, 255, 212)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUAMARINE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 212&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #7FFFD4&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(48, 213, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | TURQUOISE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 213&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #30D5C8&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(175, 238, 238)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 238&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #AFEEEE&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(0, 255, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AQUA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #00FFFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(173, 216, 230)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LIGHT_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 216&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 230&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #ADD8E6&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(135, 206, 235)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SKY_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 135&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 206&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 235&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #87CEEB&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''BLUE colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|1:0}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(112, 128, 144)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | SLATE_GRAY&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 112&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 128&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 144&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #708090&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 71, 171)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | COBALT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 71&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 171&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #0047AB&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 139)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #00008B&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''LBLUE colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|1:1}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 127, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AZURE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 127&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #007FFF&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(0, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | BLUE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #0000FF&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 204, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PERIWINKLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #CCCCFF&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''MAGENTA colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|5:0}}; color: white&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(66, 49, 137)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 137&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #423189&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(49, 0, 98)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | DARK_INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 49&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 98&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #310062&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(75, 0, 130)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | INDIGO&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 130&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #4B0082&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PURPLE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #660099&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(102, 0, 102)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PLUM&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #660066&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(97, 64, 81)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | EGGPLANT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 97&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 64&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 81&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #614051&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: right; border-spacing: 0 1px; margin: 1em auto 0; background: black; border-left: 1px solid black; border-right: 1px solid black; width: 100%&amp;quot;&lt;br /&gt;
|+ '''LMAGENTA colors'''&lt;br /&gt;
|- style=&amp;quot;background: {{fgcolor|5:1}}&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Token&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; colspan=&amp;quot;3&amp;quot; | RGB&lt;br /&gt;
! style=&amp;quot;text-align: center; padding: 0.15em 0.4em&amp;quot; | Hex&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(153, 102, 204)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | AMETHYST&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #9966CC&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(139, 0, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | VIOLET&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 139&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #8B00FF&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(223, 115, 255)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | HELIOTROPE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 223&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 115&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #DF73FF&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(200, 162, 200)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | LILAC&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 162&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 200&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #C8A2C8&lt;br /&gt;
|- style=&amp;quot;color: white; background: rgb(244, 0, 161)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | FUCHSIA&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 244&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 161&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #F400A1&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(204, 136, 153)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PUCE&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 204&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 153&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #CC8899&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(255, 192, 203)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 255&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 192&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 203&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FFC0CB&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(250, 218, 221)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_PINK&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 250&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 218&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #FADADD&lt;br /&gt;
|- style=&amp;quot;color: black; background: rgb(221, 173, 175)&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em; text-align: left&amp;quot; | PALE_CHESTNUT&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 221&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 173&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | 175&lt;br /&gt;
| style=&amp;quot;padding: 0.15em 0.4em&amp;quot; | #DDADAF&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[COLOR:AMBER]&lt;br /&gt;
	[NAME:amber]&lt;br /&gt;
	[WORD:AMBER]&lt;br /&gt;
	[RGB:255:191:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AMETHYST]&lt;br /&gt;
	[NAME:amethyst]&lt;br /&gt;
	[WORD:AMETHYST]&lt;br /&gt;
	[RGB:153:102:204]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUA]&lt;br /&gt;
	[NAME:aqua]&lt;br /&gt;
	[WORD:AQUA]&lt;br /&gt;
	[RGB:0:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AQUAMARINE]&lt;br /&gt;
	[NAME:aquamarine]&lt;br /&gt;
	[WORD:AQUAMARINE]&lt;br /&gt;
	[RGB:127:255:212]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ASH_GRAY]&lt;br /&gt;
	[NAME:ash gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:178:190:181]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AUBURN]&lt;br /&gt;
	[NAME:auburn]&lt;br /&gt;
	[WORD:AUBURN]&lt;br /&gt;
	[RGB:111:53:26]&lt;br /&gt;
&lt;br /&gt;
[COLOR:AZURE]&lt;br /&gt;
	[NAME:azure]&lt;br /&gt;
	[WORD:AZURE]&lt;br /&gt;
	[RGB:0:127:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BEIGE]&lt;br /&gt;
	[NAME:beige]&lt;br /&gt;
	[WORD:BEIGE]&lt;br /&gt;
	[RGB:245:245:220]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLACK]&lt;br /&gt;
	[NAME:black]&lt;br /&gt;
	[WORD:BLACK]&lt;br /&gt;
	[RGB:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLUE]&lt;br /&gt;
	[NAME:blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRASS]&lt;br /&gt;
	[NAME:brass]&lt;br /&gt;
	[WORD:BRASS]&lt;br /&gt;
	[RGB:181:166:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BRONZE]&lt;br /&gt;
	[NAME:bronze]&lt;br /&gt;
	[WORD:BRONZE]&lt;br /&gt;
	[RGB:205:127:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BROWN]&lt;br /&gt;
	[NAME:brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:150:75:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BUFF]&lt;br /&gt;
	[NAME:buff]&lt;br /&gt;
	[WORD:BUFF]&lt;br /&gt;
	[RGB:240:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_SIENNA]&lt;br /&gt;
	[NAME:burnt sienna]&lt;br /&gt;
	[WORD:SIENNA]&lt;br /&gt;
	[RGB:233:116:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BURNT_UMBER]&lt;br /&gt;
	[NAME:burnt umber]&lt;br /&gt;
	[WORD:UMBER]&lt;br /&gt;
	[RGB:138:51:36]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARDINAL]&lt;br /&gt;
	[NAME:cardinal]&lt;br /&gt;
	[WORD:CARDINAL_COLOR]&lt;br /&gt;
	[RGB:196:30:58]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CARMINE]&lt;br /&gt;
	[NAME:carmine]&lt;br /&gt;
	[WORD:CARMINE]&lt;br /&gt;
	[RGB:150:0:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CERULEAN]&lt;br /&gt;
	[NAME:cerulean]&lt;br /&gt;
	[WORD:CERULEAN]&lt;br /&gt;
	[RGB:0:123:167]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARCOAL]&lt;br /&gt;
	[NAME:charcoal]&lt;br /&gt;
	[WORD:CHARCOAL]&lt;br /&gt;
	[RGB:54:69:79]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHARTREUSE]&lt;br /&gt;
	[NAME:chartreuse]&lt;br /&gt;
	[WORD:CHARTREUSE]&lt;br /&gt;
	[RGB:127:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHESTNUT]&lt;br /&gt;
	[NAME:chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:205:92:92]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CHOCOLATE]&lt;br /&gt;
	[NAME:chocolate]&lt;br /&gt;
	[WORD:CHOCOLATE]&lt;br /&gt;
	[RGB:210:105:30]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CINNAMON]&lt;br /&gt;
	[NAME:cinnamon]&lt;br /&gt;
	[WORD:CINNAMON]&lt;br /&gt;
	[RGB:123:63:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CLEAR]&lt;br /&gt;
	[NAME:clear]&lt;br /&gt;
	[WORD:CLEAR]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COBALT]&lt;br /&gt;
	[NAME:cobalt]&lt;br /&gt;
	[WORD:COBALT]&lt;br /&gt;
	[RGB:0:71:171]&lt;br /&gt;
&lt;br /&gt;
[COLOR:COPPER]&lt;br /&gt;
	[NAME:copper]&lt;br /&gt;
	[WORD:COPPER]&lt;br /&gt;
	[RGB:184:115:51]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CREAM]&lt;br /&gt;
	[NAME:cream]&lt;br /&gt;
	[WORD:CREAM]&lt;br /&gt;
	[RGB:255:253:208]&lt;br /&gt;
&lt;br /&gt;
[COLOR:CRIMSON]&lt;br /&gt;
	[NAME:crimson]&lt;br /&gt;
	[WORD:CRIMSON]&lt;br /&gt;
	[RGB:220:20:60]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BLUE]&lt;br /&gt;
	[NAME:dark blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:0:139]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_BROWN]&lt;br /&gt;
	[NAME:dark brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:101:67:33]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_CHESTNUT]&lt;br /&gt;
	[NAME:dark chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:152:105:96]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_GREEN]&lt;br /&gt;
	[NAME:dark green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:1:50:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_INDIGO]&lt;br /&gt;
	[NAME:dark indigo]&lt;br /&gt;
	[WORD:INDIGO]&lt;br /&gt;
	[RGB:49:0:98]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_OLIVE]&lt;br /&gt;
	[NAME:dark olive]&lt;br /&gt;
	[WORD:OLIVE]&lt;br /&gt;
	[RGB:85:104:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PEACH]&lt;br /&gt;
	[NAME:dark peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:218:185]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_PINK]&lt;br /&gt;
	[NAME:dark pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:231:84:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_SCARLET]&lt;br /&gt;
	[NAME:dark scarlet]&lt;br /&gt;
	[WORD:SCARLET]&lt;br /&gt;
	[RGB:86:3:25]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_TAN]&lt;br /&gt;
	[NAME:dark tan]&lt;br /&gt;
	[WORD:TAN]&lt;br /&gt;
	[RGB:145:129:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:DARK_VIOLET]&lt;br /&gt;
	[NAME:dark violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:66:49:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ECRU]&lt;br /&gt;
	[NAME:ecru]&lt;br /&gt;
	[WORD:ECRU]&lt;br /&gt;
	[RGB:194:178:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:EGGPLANT]&lt;br /&gt;
	[NAME:eggplant]&lt;br /&gt;
	[RGB:97:64:81]&lt;br /&gt;
&lt;br /&gt;
[COLOR:EMERALD]&lt;br /&gt;
	[NAME:emerald]&lt;br /&gt;
	[WORD:EMERALD]&lt;br /&gt;
	[RGB:80:200:120]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FERN_GREEN]&lt;br /&gt;
	[NAME:fern green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:79:121:66]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FLAX]&lt;br /&gt;
	[NAME:flax]&lt;br /&gt;
	[WORD:FLAX]&lt;br /&gt;
	[RGB:238:220:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:FUCHSIA]&lt;br /&gt;
	[NAME:fuchsia]&lt;br /&gt;
	[WORD:FUCHSIA]&lt;br /&gt;
	[RGB:244:0:161]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLD]&lt;br /&gt;
	[NAME:gold]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[RGB:212:175:55]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDEN_YELLOW]&lt;br /&gt;
	[NAME:golden yellow]&lt;br /&gt;
	[WORD:GOLD]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:223:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GOLDENROD]&lt;br /&gt;
	[NAME:goldenrod]&lt;br /&gt;
	[WORD:GOLDENROD]&lt;br /&gt;
	[RGB:218:165:32]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GRAY]&lt;br /&gt;
	[NAME:gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:128:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN]&lt;br /&gt;
	[NAME:green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:GREEN-YELLOW]&lt;br /&gt;
	[NAME:green-yellow]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:173:255:47]&lt;br /&gt;
&lt;br /&gt;
[COLOR:HELIOTROPE]&lt;br /&gt;
	[NAME:heliotrope]&lt;br /&gt;
	[WORD:HELIOTROPE]&lt;br /&gt;
	[RGB:223:115:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:INDIGO]&lt;br /&gt;
	[NAME:indigo]&lt;br /&gt;
	[WORD:INDIGO]&lt;br /&gt;
	[RGB:75:0:130]&lt;br /&gt;
&lt;br /&gt;
[COLOR:IVORY]&lt;br /&gt;
	[NAME:ivory]&lt;br /&gt;
	[WORD:IVORY]&lt;br /&gt;
	[RGB:255:255:240]&lt;br /&gt;
&lt;br /&gt;
[COLOR:JADE]&lt;br /&gt;
	[NAME:jade]&lt;br /&gt;
	[WORD:JADE]&lt;br /&gt;
	[RGB:0:168:107]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER]&lt;br /&gt;
	[NAME:lavender]&lt;br /&gt;
	[WORD:LAVENDER]&lt;br /&gt;
	[RGB:230:230:250]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LAVENDER_BLUSH]&lt;br /&gt;
	[NAME:lavender blush]&lt;br /&gt;
	[WORD:LAVENDER]&lt;br /&gt;
	[RGB:255:240:245]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LEMON]&lt;br /&gt;
	[NAME:lemon]&lt;br /&gt;
	[WORD:LEMON]&lt;br /&gt;
	[RGB:253:233:16]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BLUE]&lt;br /&gt;
	[NAME:light blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:173:216:230]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIGHT_BROWN]&lt;br /&gt;
	[NAME:light brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:205:133:63]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LILAC]&lt;br /&gt;
	[NAME:lilac]&lt;br /&gt;
	[WORD:LILAC]&lt;br /&gt;
	[RGB:200:162:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:LIME]&lt;br /&gt;
	[NAME:lime]&lt;br /&gt;
	[WORD:LIME]&lt;br /&gt;
	[RGB:204:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAHOGANY]&lt;br /&gt;
	[NAME:mahogany]&lt;br /&gt;
	[WORD:MAHOGANY]&lt;br /&gt;
	[RGB:192:64:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAROON]&lt;br /&gt;
	[NAME:maroon]&lt;br /&gt;
	[WORD:MAROON_COLOR]&lt;br /&gt;
	[RGB:128:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE]&lt;br /&gt;
	[NAME:mauve]&lt;br /&gt;
	[WORD:MAUVE]&lt;br /&gt;
	[RGB:153:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MAUVE_TAUPE]&lt;br /&gt;
	[NAME:mauve taupe]&lt;br /&gt;
	[WORD:MAUVE]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:145:95:109]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MIDNIGHT_BLUE]&lt;br /&gt;
	[NAME:midnight blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:0:51:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MINT_GREEN]&lt;br /&gt;
	[NAME:mint green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:152:255:152]&lt;br /&gt;
&lt;br /&gt;
[COLOR:MOSS_GREEN]&lt;br /&gt;
	[NAME:moss green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:173:223:173]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OCHRE]&lt;br /&gt;
	[NAME:ochre]&lt;br /&gt;
	[WORD:OCHRE]&lt;br /&gt;
	[RGB:204:119:34]&lt;br /&gt;
&lt;br /&gt;
[COLOR:OLIVE]&lt;br /&gt;
	[NAME:olive]&lt;br /&gt;
	[WORD:OLIVE]&lt;br /&gt;
	[RGB:128:128:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ORANGE]&lt;br /&gt;
	[NAME:orange]&lt;br /&gt;
	[WORD:ORANGE]&lt;br /&gt;
	[RGB:255:165:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BLUE]&lt;br /&gt;
	[NAME:pale blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:175:238:238]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_BROWN]&lt;br /&gt;
	[NAME:pale brown]&lt;br /&gt;
	[WORD:BROWN]&lt;br /&gt;
	[RGB:152:118:84]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_CHESTNUT]&lt;br /&gt;
	[NAME:pale chestnut]&lt;br /&gt;
	[WORD:CHESTNUT]&lt;br /&gt;
	[RGB:221:173:175]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PALE_PINK]&lt;br /&gt;
	[NAME:pale pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:250:218:221]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEACH]&lt;br /&gt;
	[NAME:peach]&lt;br /&gt;
	[WORD:PEACH]&lt;br /&gt;
	[RGB:255:229:180]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PEARL]&lt;br /&gt;
	[NAME:pearl]&lt;br /&gt;
	[WORD:PEARL]&lt;br /&gt;
	[RGB:240:234:214]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PERIWINKLE]&lt;br /&gt;
	[NAME:periwinkle]&lt;br /&gt;
	[WORD:PERIWINKLE]&lt;br /&gt;
	[RGB:204:204:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINE_GREEN]&lt;br /&gt;
	[NAME:pine green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:PINE]&lt;br /&gt;
	[RGB:1:121:111]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PINK]&lt;br /&gt;
	[NAME:pink]&lt;br /&gt;
	[WORD:PINK]&lt;br /&gt;
	[RGB:255:192:203]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PLUM]&lt;br /&gt;
	[NAME:plum]&lt;br /&gt;
	[WORD:PLUM]&lt;br /&gt;
	[RGB:102:0:102]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUCE]&lt;br /&gt;
	[NAME:puce]&lt;br /&gt;
	[WORD:PUCE]&lt;br /&gt;
	[RGB:204:136:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PUMPKIN]&lt;br /&gt;
	[NAME:pumpkin]&lt;br /&gt;
	[WORD:PUMPKIN]&lt;br /&gt;
	[RGB:255:117:24]&lt;br /&gt;
&lt;br /&gt;
[COLOR:PURPLE]&lt;br /&gt;
	[NAME:purple]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[RGB:102:0:153]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RAW_UMBER]&lt;br /&gt;
	[NAME:raw umber]&lt;br /&gt;
	[WORD:UMBER]&lt;br /&gt;
	[RGB:115:74:18]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RED]&lt;br /&gt;
	[NAME:red]&lt;br /&gt;
	[WORD:RED]&lt;br /&gt;
	[RGB:255:0:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RED_PURPLE]&lt;br /&gt;
	[NAME:red-purple]&lt;br /&gt;
	[WORD:RED]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[RGB:178:0:75]&lt;br /&gt;
&lt;br /&gt;
[COLOR:ROSE]&lt;br /&gt;
	[NAME:rose]&lt;br /&gt;
	[WORD:ROSE]&lt;br /&gt;
	[RGB:244:194:194] went with tea rose&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUSSET]&lt;br /&gt;
	[NAME:russet]&lt;br /&gt;
	[WORD:RUSSET]&lt;br /&gt;
	[RGB:117:90:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:RUST]&lt;br /&gt;
	[NAME:rust]&lt;br /&gt;
	[WORD:RUST]&lt;br /&gt;
	[RGB:183:65:14]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SAFFRON]&lt;br /&gt;
	[NAME:saffron]&lt;br /&gt;
	[WORD:SAFFRON]&lt;br /&gt;
	[RGB:244:196:48]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SCARLET]&lt;br /&gt;
	[NAME:scarlet]&lt;br /&gt;
	[WORD:SCARLET]&lt;br /&gt;
	[RGB:255:36:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEA_GREEN]&lt;br /&gt;
	[NAME:sea green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:SEA]&lt;br /&gt;
	[WORD:OCEAN]&lt;br /&gt;
	[RGB:46:139:87]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SEPIA]&lt;br /&gt;
	[NAME:sepia]&lt;br /&gt;
	[WORD:SEPIA]&lt;br /&gt;
	[RGB:112:66:20]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SILVER]&lt;br /&gt;
	[NAME:silver]&lt;br /&gt;
	[WORD:SILVER]&lt;br /&gt;
	[RGB:192:192:192]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SKY_BLUE]&lt;br /&gt;
	[NAME:sky blue]&lt;br /&gt;
	[WORD:BLUE]&lt;br /&gt;
	[RGB:135:206:235]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SLATE_GRAY]&lt;br /&gt;
	[NAME:slate gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:112:128:144]&lt;br /&gt;
&lt;br /&gt;
[COLOR:SPRING_GREEN]&lt;br /&gt;
	[NAME:spring green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[RGB:0:255:127]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAN]&lt;br /&gt;
	[NAME:tan]&lt;br /&gt;
	[WORD:TAN]&lt;br /&gt;
	[RGB:210:180:140]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_DARK]&lt;br /&gt;
	[NAME:dark taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:72:60:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_GRAY]&lt;br /&gt;
	[NAME:taupe gray]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:139:133:137]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_MEDIUM]&lt;br /&gt;
	[NAME:taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:103:76:71]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PURPLE]&lt;br /&gt;
	[NAME:purple taupe]&lt;br /&gt;
	[WORD:PURPLE]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:80:64:77]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_PALE]&lt;br /&gt;
	[NAME:pale taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:188:152:126]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_ROSE]&lt;br /&gt;
	[NAME:rose taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:144:93:93]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TAUPE_SANDY]&lt;br /&gt;
	[NAME:sandy taupe]&lt;br /&gt;
	[WORD:TAUPE]&lt;br /&gt;
	[RGB:150:113:23]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TEAL]&lt;br /&gt;
	[NAME:teal]&lt;br /&gt;
	[WORD:TEAL]&lt;br /&gt;
	[RGB:0:128:128]&lt;br /&gt;
&lt;br /&gt;
[COLOR:TURQUOISE]&lt;br /&gt;
	[NAME:turquoise]&lt;br /&gt;
	[WORD:TURQUOISE]&lt;br /&gt;
	[RGB:48:213:200]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VERMILION]&lt;br /&gt;
	[NAME:vermilion]&lt;br /&gt;
	[WORD:VERMILION]&lt;br /&gt;
	[RGB:227:66:52]&lt;br /&gt;
&lt;br /&gt;
[COLOR:VIOLET]&lt;br /&gt;
	[NAME:violet]&lt;br /&gt;
	[WORD:VIOLET]&lt;br /&gt;
	[RGB:139:0:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:WHITE]&lt;br /&gt;
	[NAME:white]&lt;br /&gt;
	[WORD:WHITE]&lt;br /&gt;
	[RGB:255:255:255]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW]&lt;br /&gt;
	[NAME:yellow]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:255:255:0]&lt;br /&gt;
&lt;br /&gt;
[COLOR:YELLOW_GREEN]&lt;br /&gt;
	[NAME:yellow-green]&lt;br /&gt;
	[WORD:GREEN]&lt;br /&gt;
	[WORD:YELLOW]&lt;br /&gt;
	[RGB:154:205:50]&lt;br /&gt;
&lt;br /&gt;
[COLOR:BLUE-GRAY]&lt;br /&gt;
	[NAME:blue-gray]&lt;br /&gt;
	[WORD:GRAY]&lt;br /&gt;
	[RGB:186:202:226]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Color lists ==&lt;br /&gt;
:''For the different colors used to represent different professions, see [[Skill#Skill categories|Skill categories]].''&lt;br /&gt;
:''For a list of the colors of items listed in the z-stocks menu, see [[Stocks#Color_Code|Stocks]].''&lt;br /&gt;
:''For the colors of the various creatures, see [[creature]]''&lt;br /&gt;
:''For the colors of status icons, see [[status icon]]''&lt;br /&gt;
&lt;br /&gt;
=== Material by color ===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
For those who want to know which materials display as which color, for [[lever]]s, aesthetic concerns, etc.&lt;br /&gt;
&lt;br /&gt;
Color names listed and the colors shown below match the colors from default init/color.txt. To change these from the default tones, see [[Color scheme]]. &lt;br /&gt;
{{clear}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;| Color&lt;br /&gt;
! Stones&lt;br /&gt;
! Ores&lt;br /&gt;
! Metals&lt;br /&gt;
! Other&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} WHITE&lt;br /&gt;
|[[Alabaster]], [[Alunite]], [[Borax]], [[Calcite]], [[Chalk]], [[Cryolite]], [[Dolomite]], [[Limestone]], [[Marble]], [[Marcasite]], [[Periclase]], [[Quartzite]], [[Rock salt]], [[Satinspar]], [[Selenite]], [[Talc]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|[[Silver]], [[Platinum]], [[Aluminum]], [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&lt;br /&gt;
|[[Crystal glass]], [[Feather tree]], [[Tower-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} LGRAY&lt;br /&gt;
|[[Anhydrite]], [[Dacite]], [[Gneiss]], [[Granite]], [[Phyllite]], [[Stibnite]]&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|[[Nickel]], [[Tin]], [[Zinc]], [[Billon]], [[Trifle pewter]]&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} DGRAY&lt;br /&gt;
|[[Andesite]], [[Basalt]], [[Claystone]], [[Chromite]], [[Diorite]], [[Gabbro]], [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]], [[Shale]], [[Slate]], [[Obsidian]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|[[Iron]], [[Steel]], [[Lead]], [[Pig iron]]&lt;br /&gt;
|[[Black-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} BROWN&lt;br /&gt;
|[[Chert]], [[Conglomerate]], [[Mudstone]], [[Puddingstone]], [[Sandstone]], [[Schist]], [[Siltstone]]&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|[[Copper]], [[Bronze]]&lt;br /&gt;
|[[Tree|All other aboveground trees]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} YELLOW&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]], [[Gypsum]], [[Olivine]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|[[Gold]], [[Bismuth bronze]], [[Brass]], [[Electrum]]&lt;br /&gt;
|[[Fungiwood]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} RED&lt;br /&gt;
|[[Bauxite]], [[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Blood thorn]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} LRED&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Goblin-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} GREEN&lt;br /&gt;
|[[Serpentine]]&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Green glass]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} LGREEN&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} CYAN&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Lay pewter]]&lt;br /&gt;
|[[Clear glass]], [[Spore tree]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} LCYAN&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|[[Adamantine]]&lt;br /&gt;
|[[Ice]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} BLUE&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Nether-cap]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} LBLUE&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} MAGENTA&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|[[Black bronze]]&lt;br /&gt;
|[[Glumprong]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} LMAGENTA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuth]], [[Rose gold]]&lt;br /&gt;
|[[Tunnel tube]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dakas&lt;br /&gt;
| elvish  = mima&lt;br /&gt;
| goblin  = zon&lt;br /&gt;
| human   = rusna&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=284108</id>
		<title>Cavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=284108"/>
		<updated>2023-01-05T22:55:52Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: fix hatnote - needs to be indented&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:Cavern v50.jpg|thumb|351px|A cavern found underground.]]&lt;br /&gt;
[[File:cavern2.jpg|thumb|351px|Art of an actual cavern.]]&lt;br /&gt;
:''Not to be confused with [[Cave]].''&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and just about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters.&lt;br /&gt;
&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from them. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with [[water]] to a certain degree. This can range from a few pools at the bottom level to the whole layer being submerged, forming a gigantic underground sea, including [[fish]] and possibly camps of [[olm man|olm men]] and other [[fun]] aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the [[magma sea]].&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often, then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
Generating worlds using the ISLAND template tends to produce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Underworld.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
[[File:cavern_announcement_v50.png|right]]Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''[[Deep pit]]s:''' Deep pits are... deep pits that connect one cavern level to the next. They have a fixed shape: The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal open space of the deep pit, and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''[[Magma pool]]s:''' Despite the name, magma pools are not actual pools, but tubes extending up from the [[magma sea]]. Their shape is fixed and their presence random. A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''[[Passage]]s:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
A number of [[vermin]] and [[creature]]s can only be found in subterranean biomes, at certain cavern levels. Cavern creatures seem to follow different rules from above-ground creatures - their population numbers are usually far more than their [[Raw file|raws]] imply, and alignment plays no role in whether they can be found in the map or not. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of the actual [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
[[Forgotten beast]]s are a special type of procedurally-generated [[megabeast]] found only in caverns, and may invade your map from any of the three cavern levels.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|5:1}} [[Amethyst man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Amphibian man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|0:1}} [[Antman]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bat man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:1}} [[Blind cave bear]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Blind cave ogre]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:0}} [[Blood man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|5:0}} [[Bugbat]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Cave blob]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|7:0}} [[Cave crocodile]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|7:1}} [[Cave dragon]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|7:1}} [[Cave fish man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|6:1}} [[Cave floater]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Cave swallow man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|7:1}} [[Creeping eye]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:0}} [[Crundle]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:1}} [[Draltha]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|d|7:0}} [[Drunian]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Elk bird]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|i|6:1}} [[Fire imp]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Fire man]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[Flesh ball]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|%|7:0}} [[Floating guts]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Gabbro man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant bat]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant cave spider]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant cave swallow]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:0}} [[Giant cave toad]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant earthworm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Giant mole]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Giant olm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Giant rat]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|6:1}} [[Gorlak]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|2:1}} [[Green devourer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|2:1}} [[Gremlin]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Helmet snake]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hungry head]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Iron man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|5:1}} [[Jabberer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|6:0}} [[Large rat]]&lt;br /&gt;
| {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Magma crab]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Magma man]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Manera]]&lt;br /&gt;
|   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Molemarian]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Mud man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|n|4:1}} [[Naked mole dog]]&lt;br /&gt;
| {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Olm man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|5:0}} [[Plump helmet man]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|1:1}} [[Pond grabber]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Reacher]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|2:0}} [[Reptile man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Rodent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Rutherer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Serpent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|6:0}} [[Troglodyte]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|0:1}} [[Troll]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|1:0}} [[Voracious cave crawler]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; [[Animal people#Subterranean animal people|Subterranean animal people]] live in pre-existing &amp;quot;camps&amp;quot; and do not move in/out of caverns like other creatures. If they weren't there from the start, they will never be encountered, and if every animal man present is killed, they will ''not'' reappear from the edge of the map.&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Bat]]&lt;br /&gt;
| {{check}} || {{check}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:0}} [[Cap hopper]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:1}} [[Cave fish]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|¥|7:1}} [[Cave lobster]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Cave spider]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Cave swallow]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|*|6:0}} [[Creepy crawler]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fire snake]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Olm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|{|7:1}} [[Purring maggot]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
[[File:Cavern krugg.jpg|thumb|Rendering of cavern Vegetation]]&lt;br /&gt;
&lt;br /&gt;
Any cavern layer without a pool of water will have only muddy dense floor fungus, and no plants or trees except [[blood thorn]]s.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that the now-removed layer could have handled and that the layer above can handle.&lt;br /&gt;
&lt;br /&gt;
===Shrubs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:1}} [[Cave wheat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|1:1}} [[Dimple cup]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Pig tail]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|5:0}} [[Plump helmet]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Quarry bush]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|4:1}} [[Sweet pod]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|7:1}} [[Tower-cap]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|6:1}} [[Fungiwood]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|4:1}} [[Goblin-cap]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|3:0}} [[Spore tree]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|0:1}} [[Black-cap]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|│|5:1}} [[Tunnel tube]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|1:0}} [[Nether-cap]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|╡|4:0}} [[Blood thorn]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grasses===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|7:1}} [[Floor fungus]]&lt;br /&gt;
| {{check}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|3:1}} [[Cave moss]]&lt;br /&gt;
|  || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|5:1}} [[Underlichen]]&lt;br /&gt;
|  ||  || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
Though digging down can be tempting, coupled with the fact that caverns can provide some helpful resources, there are many, many &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]] [[animal]]s in a cavern. This includes [[giant cave spider]]s, [[giant olm]]s, [[troll]]s and [[cave crocodile]]s, but even the seemingly [[gremlin|harmless ones]] can provide great [[Stupid_dwarf_trick#Self_Destruct_Lever|fun]].&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will [[Cave dragon|only]] [[Voracious cave crawler|be]] [[Magma crab|worse]]. If you can't stand level one, you won't be able to stand level two or three. [[Hungry head|Flying creatures]] can &amp;lt;s&amp;gt;ruin your day&amp;lt;/s&amp;gt; [[Fun|provide some fun]] if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures). Also, any cavern of sufficient size will be inhabited by [[giant cave spider]]s, which can be both a [[Silk|benefit]] and a hazard.&lt;br /&gt;
&lt;br /&gt;
Opening the caverns will make it possible for your fortress to be attacked by [[forgotten beast]]s, which range in lethality from &amp;quot;not much&amp;quot; to &amp;quot;nigh unkillable&amp;quot;. One thing you really have to watch out for is having your main stairwell lead into a cavern. It doesn't have to be so walking creatures can get in, but just so there's an open hole. Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination. When this happens, it can lead to all your dwarves starving themselves to death. Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
And of course, digging too deep will lead the player to encounter certain [[Demon|overwhelmingly fun things]].&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever-regenerating resources in the form of underground [[wood|forests]], animals to hunt, and fish. On breaching a cavern layer, a variety of [[ore]]s and [[gem]]s lining its walls will be revealed. The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s. Also, underground caverns and the [[water]] they provide can be used in constructions and traps. In places like [[glacier]]s, caverns will provide the only source of [[water]] and [[farming|farmable]] land. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too. Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark. However this is a moot point, as without mods, dwarven civilizations only use indoor farming, and so will never form. Worldgen will stall without a usable dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
As walls can be built right up to the map edge below ground, it is possible to prevent land creatures from spawning by turning all the spawn points into walls. A single level of wall is sufficient to halt most non-fliers, who will appear on the wall and be unable to get down into the cavern itself. Creatures with the ability to climb or jump, however, tend to eventually figure out a way down, so prepare for these accordingly. Fliers can be stopped only by building walls up to the ceiling, and swimmers can't be prevented from spawning without obsidianising the water tiles on the map edge. The next best thing is to block off access, which can be achieved by dropping a layer of natural stone wall into the water.&lt;br /&gt;
&lt;br /&gt;
NOTE: walls come with floors above them, which means that creatures may still spawn on top of the wall and interrupt jobs, or not spawn where you want them to (if you are trying to wall off most entrances and leave a few designated entrances with cage traps). So fortifications without floors on top of them should be built instead to seal an entrance from ground creatures. Also avoid completely walling off all ground creatures with only 1 floor of walls; the game will spawn flying creatures if ground creatures cannot be spawned.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
[[Cage trap]]s placed in the caverns can capture wild animals to potentially [[animal trainer|tame]]. As with above-ground creatures, subterranean groups of creatures are limited to one group at a time. Many of the more interesting creatures appear in groups of one and have small populations, so you'll have to clear out a lot of bugbats and crundles before being able to grab every giant cave spider or jabberer your site can produce.&lt;br /&gt;
&lt;br /&gt;
These small populations may result in all spawned individuals being of the same sex, making breeding programs impossible even for creatures that have the necessary tags. Adding the [CHILD:1] to a creature is a relatively easy mod, but sex changes require the application of a transformational syndrome, and possibly changing the creature from an egg-layer to a live-birther.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
One standard approach is to wait until you have a working military. The first cavern usually has few hazardous monsters, apart from the occasional [[giant olm]] or [[giant toad|toad]] and [[giant cave spider]]s, but just one giant bat can destroy an early fort, and [[Forgotten beast|uninvited guests]] will wander in sooner or later. The subsequent caverns will become increasingly [[fun]], so don't dig too deep without making adequate preparation. A decent military should be able to handle the cavern fauna, assuming they're not busy dealing with surface [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might want to breach the caverns as early as possible, then wall off the entrance. Doing so has several benefits: it will allow you to plan your fortress layout around the underground features, release the spores necessary for an underground [[tree farm]], prevent a calamitous discovery later when [[forgotten beast|powerful enemies]] lie in wait, and minimize the amount of time invested if the caverns prove unsuitable. You can of course continue to explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Another alternative approach is to breach the caverns on a separate tunnel from your main fortress, so that beasts found inside have to path through the surface to reach your citizens, much in the way regular wild animals and invaders have to. Watch out for automatically created 'collect silk' jobs though, since dwarves assigned to them will be all the more in danger.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; a good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also &lt;br /&gt;
very &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
==Methods of exploration==&lt;br /&gt;
:''This section covers methods to explore already-discovered caverns; if you're having trouble finding the caverns, check [[Exploratory mining]] for tips.''&lt;br /&gt;
&lt;br /&gt;
There are many different methods of exploring, some less [[fun]] than others.&lt;br /&gt;
&lt;br /&gt;
'''Military squads''': You can order your [[squads]] into the cavern with move orders. This way you can have dwarves manually explore the cavern by foot. The caverns are dangerous and unpredictable; well equipped dwarves will live longer. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, then wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Monster slayers''': Once you've discovered a cavern, if your  [[world]]'s population and history is large enough, a steady stream of wandering [[monster slayer]]s will come to your fort, [[petition]]ing you for the right to live there and kill the awful horrors that live beneath your feet. While it's best not to rely on them to actually keep your fort safe from deep trouble, they actually do a pretty solid job of mapping out your caverns for you. Just be sure to keep [[cage trap]]s and sane armed guards at whatever access route you choose to leave open so your slayers can reach their tasty slayables.&lt;br /&gt;
&lt;br /&gt;
'''Lone woodcutter''': Most cavern creatures are not faster than a normal dwarf, so it may be safer to send out a civilian woodcutter to cut 1 tree at where you want to explore. Unlike exploring with an early unarmed military team that will suicide against [[jabberer]]s, a woodcutter will actually run away when confronted by hostile creatures. Cavern creatures also tend to give up the chase after a while, provided you can dodge the few hits they rarely get in if they catch up (not a problem if your explorer has moderate dodging skill).&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through [[fortification]]s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and [[megabeast]]s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of [[smoothing]] a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a [[construction|constructed]] wall. The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': [[Activity_zone#Pit.2FPond|Pit]] an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. If the animal is tame, its movement can be somewhat controlled by creating a [[Activity zone#Meeting Area|meeting zone]] in the place you would like it to move to.&lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. [[Noble]]s, [[cat]]s and [[vampire]]s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
'''Separate tunnels''': Digging exploration tunnels from within your fortress will result in a direct path from the caverns to your fortress- this can result in enormous volumes of fun. Players seeking to avoid fun may instead choose to start their exploration tunnels from elsewhere on the surface, outside the fortress. This guarantees that any threats released through exploration must pass through the same entrance utilized by surface threats, such as goblins or elephants, before they can access the fortress.&lt;br /&gt;
&lt;br /&gt;
This method works in conjunction with the &amp;quot;Digging from above&amp;quot; method. Placing the tunnels as close as possible to the edges of the map will reduce obstruction to the fortress. The Dwarf Fortress Wiki assumes no liability for any potential damage to lesser surface races resulting from the release of subterranean monsters directly into the surface world.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
You can enter a cavern with an [[Adventurer_mode|adventurer]] and explore it. Ways to enter them include [[cave]]s, dwarven [[fortress]]es that connect to [[tunnel]]s, starting in [[Mountain halls]], and goblin [[dark pits]] that have pits that can be [[climb]]ed down. You can also encounter downward [[passage]]s or [[Cavern#Features|deep pits]] that connect the different cavern levels.&lt;br /&gt;
&lt;br /&gt;
The dangers are obvious; Nasty creatures, pitfalls, etc. You also have to watch out because you can't fast-travel underground, unless you are in a generated [[tunnel]], and you can only start fast travel on those if you are not in a mountain tile or hostile site. That means no easy healing, so you have to be very careful. Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back. Worse, there are tribes of animal men underground, and unlike in the good old days they'll attack on sight. If you're lucky, you'll find a [[gremlin]] or other non-hostile intelligent wildlife, and those can potentially be recruited. Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the [[Giant cave spider|nature]] of caverns. You're on your own against [[Forgotten beast|whatever]] [[Troll|shows]] [[Blind cave ogre|up]], unless you brought or find allies. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
If you discover the underground caves in Adventure mode, then retire and start a fortress, the fortress will grow subterranean plants as if a passage to the underground had already been opened on that map.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
[[Embark]]ation and dwarven [[caravan]]s will only provide resources available in the first cavern level. Since [[purring maggot]]s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven [[cheese]] or dwarven [[milk]] {{Bug|1449}}. A workaround is to edit the global [[raw file]]s to make purring maggots appear on level one, [[world generation|generate a new world]], then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kor | elvish = nunòre | goblin = aspâd | human = rushan}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jute&amp;diff=284088</id>
		<title>Jute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jute&amp;diff=284088"/>
		<updated>2023-01-05T21:37:50Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* In Real-Life */ alternative name for burlap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
*[[Thread]]&lt;br /&gt;
|wp=Corchorus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Jute''' is an [[aboveground]] [[crop]]. The plant may be [[plant processing|processed]] at a [[farmer's workshop]] to produce jute plant fiber [[thread]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] jute plants for their ''fibrous stems''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Corchorus trilocularis in Hyderabad, AP W IMG 0433.jpg|thumb|center|300px|Admired for its ''fibrous stems''.]]&lt;br /&gt;
&lt;br /&gt;
== In Real-Life ==&lt;br /&gt;
Jute is grown almost exclusively in India and surrounding countries because it is dependent upon monsoon rains as part of its life cycle, however, in the current version of DF, it merely requires [[tropical]] climates.  &lt;br /&gt;
&lt;br /&gt;
The fabric most associated with jute is burlap (or hessian), and its tough but rough fibers are frequently used in burlap sacks containing common goods.  Amusingly, it is widely used to contain cotton bales, which are used to make clothing.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284070</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284070"/>
		<updated>2023-01-05T20:50:42Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Other stone */ capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{catbox|Stone}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.  For that, as well as a general introduction to the new player, see [[The Non-Dwarf's Guide to Rock]]''&lt;br /&gt;
:{{For/see|a list of stone sorted by tile|[[Tilesets#Stones|Tilesets § Stones]]}}&lt;br /&gt;
&lt;br /&gt;
'''A quick note on terminology''':&amp;lt;br&amp;gt;&lt;br /&gt;
The term &amp;quot;'''stone'''&amp;quot; can refer to two different but related concepts, depending if you're talking about &amp;quot;stone&amp;quot; or &amp;quot;a stone&amp;quot;. When referring to stone as general material, it encompasses all non-organic material that is not specifically [[soil]], [[metal]] or [[gem]]s, as in ''&amp;quot;The stone layer was mostly granite&amp;quot;'' or ''&amp;quot;The stone was dug out to make room for workshops&amp;quot;''.  When referring to a stone, the round item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[construction]], and that round item can be either stone (in the first sense)  or a [[gem]] or an [[ore]] of some [[metal]], as in ''&amp;quot;The stones left over were mostly granite with some gold&amp;quot;'' or ''&amp;quot;The stones dug out had to be removed to make room for the workshops&amp;quot;''.  It's usually obvious from the context, but either 1) the non-ore/non-gem stuff in general, or 2) a single unit of stone/ore/gem that can be carried away - just to be clear. &lt;br /&gt;
&lt;br /&gt;
[[File:stone_prev.png|200px|right]]An unmined '''rock''' or '''stone''' tile is a naturally occurring solid aggregate of minerals. [[Mining]] a rock tile leaves behind a '''loose stone''' (or just &amp;quot;a stone&amp;quot;) roughly 25% of the time. Other types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined.  &lt;br /&gt;
&lt;br /&gt;
Loose stones are divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stones that produce [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: all other stones. Few of these have a use outside of items and structures ([[obsidian]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting, and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, most of the time you'll want to get rid of it, or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
If you are having the opposite problem, and find yourself running out of stone, try making [[block|stone blocks]].&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Stone layers}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[stone layers|layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} [[Chert]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} [[Dolomite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} [[Sandstone]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} [[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Gabbro]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} [[Granite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} [[Basalt]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} [[Dacite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Obsidian]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Rhyolite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
* {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} [[Quartzite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} [[Slate]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
:{{Raw Tile|≈|4:1}} - [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
== Other stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
''Currently under construction, in the process of adding samples of each stone in premium graphics. [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]])''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color sample&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AlabasterSwatch.png|64px|center]]||[[Alabaster]]||[[Gypsum]]'''(S)'''|| || &lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AluniteSwatch.png|64px|center]]||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:AnhydriteSwatch.png|64px|center]]||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:BauxiteSwatch.png|64px|center]]||[[Bauxite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||[[File:Bituminous coalSwatch.png|64px|center]]||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:BoraxSwatch.png|64px|center]]||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:BrimstoneSwatch.png|64px|center]]||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CalciteSwatch.png|64px|center]]||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:ChromiteSwatch.png|64px|center]]||[[Chromite]]||[[Olivine]]'''(V)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}}||[[File:CinnabarSwatch.png|64px|center]]||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}}||[[File:CobaltiteSwatch.png|64px|center]]||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CryoliteSwatch.png|64px|center]]||[[Cryolite]]||[[Granite]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:GraphiteSwatch.png|64px|center]]||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''|| ||&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:GypsumSwatch.png|64px|center]]||[[Gypsum]]||All [[Sedimentary]]'''(L)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:HornblendeSwatch.png|64px|center]]||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:IlmeniteSwatch.png|64px|center]]||[[Ilmenite]]||[[Gabbro]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:JetSwatch.png|64px|center]]||[[Jet]]||All [[Sedimentary]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:KaoliniteSwatch.png|64px|center]]||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||[[File:KimberliteSwatch.png|64px|center]]||[[Kimberlite]]||[[Gabbro]]'''(V)'''||  Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:LigniteSwatch.png|64px|center]]||[[Lignite]]||All [[Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:MarcasiteSwatch.png|64px|center]]||[[Marcasite]]||[[Kaolinite]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:MicaSwatch.png|64px|center]]||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||[[File:MicroclineSwatch.png|64px|center]]||[[Microcline]]||All Stone'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:OlivineSwatch.png|64px|center]]||[[Olivine]]||[[Gabbro]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrpimentSwatch.png|64px|center]]||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrthoclaseSwatch.png|64px|center]]||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:PericlaseSwatch.png|64px|center]]||[[Periclase]]||[[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:Petrified woodSwatch.png|64px|center]]||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:PitchblendeSwatch.png|64px|center]]||[[Pitchblende]]||[[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||[[File:PuddingstoneSwatch.png|64px|center]]||[[Puddingstone]]||[[Conglomerate]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:PyrolusiteSwatch.png|64px|center]]||[[Pyrolusite]]||All [[Igneous]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:RealgarSwatch.png|64px|center]]||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:RutileSwatch.png|64px|center]]||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SaltpeterSwatch.png|64px|center]]||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SatinsparSwatch.png|64px|center]]||[[Satinspar]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SeleniteSwatch.png|64px|center]]||[[Selenite]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:SerpentineSwatch.png|64px|center]]||[[Serpentine]]||[[Olivine]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:StibniteSwatch.png|64px|center]]||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SylviteSwatch.png|64px|center]]||[[Sylvite]]||[[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:TalcSwatch.png|64px|center]]||[[Talc]]||[[Dolomite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== By color ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic stones&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]] (L), [[Rock salt]] (L), [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]] (L), [[Dolomite]] (L), [[Limestone]] (L), [[Marble]] (L), [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]] (L), [[Gneiss]] (L), [[Granite]] (L), [[Phyllite]] (L), [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]] (L), [[Basalt]] (L), [[Chromite]], [[Claystone]] (L), [[Diorite]] (L), [[Gabbro]] (L), [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]] (L), [[Shale]] (L), [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]] (L)&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]] (L), [[Conglomerate]] (L), [[Mudstone]] (L), [[Puddingstone]], [[Sandstone]] (L), [[Schist]] (L), [[Siltstone]] (L)&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF geology and geology in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stones of ''Dwarf Fortress'' are based (to some extent) on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.  Below is a very brief introduction tailored for DF gamers, with links to the relevant game-specific pages.&lt;br /&gt;
&lt;br /&gt;
In geological terminology, a rock or stone is basically a composite of minerals.  Minerals, the building blocks of rock, are hard inorganic materials with a definite chemical formula and a certain atomic structure.  For example, the mineral quartz is composed of silicon dioxide (SiO₂) arranged in a pyramid structure.  Quartz is a component mineral of rocks (stones) such as [[quartzite]] (almost entirely made of quartz) or [[granite]] (some 20~60% quartz, a bunch more of the mineral &amp;quot;feldspar&amp;quot;, plus [[mica]] and some others).  The distinction between minerals like [[mica]] (simple) and rocks like [[granite]] (composite) does not matter for ''Dwarf Fortress''; just like in everyday language, they're all just &amp;quot;stones&amp;quot;.  Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[limestone]] (made of the skeletons of ocean animals).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Museo de La Plata - Cuarcita.jpg|Quartzite stone, made mostly of quartz mineral.&lt;br /&gt;
Dark Mica from Eastern Ontario.jpg|Mica, a mineral.&lt;br /&gt;
GRANIT KANTSTEIN.jpg|Granite stone. The whitest grains are [[rock crystal|quartz crystals]], while the dark ones are [[mica]].&lt;br /&gt;
Coal bituminous.jpg|Bituminous coal.&lt;br /&gt;
Xenocrinus baeri fossil crinoids in fossiliferous limestone (Whitewater Formation, Upper Ordovician; northeastern Warren County, southwestern Ohio, USA) 2 (15115228788).jpg|Limestone, this one still with skeletons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three minerals seen in [[granite]] are also among the most common:&lt;br /&gt;
&lt;br /&gt;
* '''Feldspar''', meaning something like &amp;quot;field-stone&amp;quot;, is actually a general name for an entire family of minerals, all of them based on aluminum and silicon.  Their appearance varies, but they tends toward light greyish colors, and make up a lot of your typical light stone.  Feldspar doesn't exist independently in the DF world; but, among the in-game stones, [[microcline]] and [[orthoclase]] are flavors of feldspar, and countless other DF stones would include feldspar in real life.  A stone with a lot of feldspars and silicon is said to be '''felsic'''; granite and [[rhyolite]] are in-game examples.&lt;br /&gt;
* '''Quartz''', meaning &amp;quot;hard&amp;quot;, easily makes big showy crystals; it's transparent if [[Rock crystal|pure]], but if the SiO₂ is combined with  trace amounts of other elements (often metals like iron and manganese), it can get colored [[Rose quartz|pink]], purple ([[amethyst]]), yellow ([[citrine]]), and so on. If bubbly with air, quartz may become [[Milk quartz|milky]]; if irradiated, it may get [[Smoky quartz|smoky]].&lt;br /&gt;
* '''Micas''', like quartz, have silicon atoms crystalline structures.  The difference is that they're organized in sheet-like, gleaming surfaces, held together by weaker bonds of other elements; this makes micas soft and flaky (the word means &amp;quot;grainy&amp;quot;).  The color varies.  The in-game stone [[mica]] is stated to be muscovite, which is a light variety (but the game color is dark gray, like coal; this may be a mistake).  Other micas can be dark.&lt;br /&gt;
&lt;br /&gt;
Other minerals that exist independently in DF include green [[olivine]] (yes, it's named after olives) and black [[hornblende]], which is similar to dark mica but forms needlelike crystals.  Dark minerals like these often include magnesium and iron (Fe); stones rich in them are then termed '''mafic''' (in contrast with &amp;quot;felsic&amp;quot;).  In-game mafic stones include [[basalt]] and [[gabbro]].&lt;br /&gt;
&lt;br /&gt;
On the white side, [[calcite]] is a mineral based on calcium, the same stuff as bones.  It forms crystals, and occurs in DF as an unremarkable white stone.  Calcite is a main component of [[limestone]] and [[chalk]]—which in turn can become [[marble]];  it's often formed from the accumulated remains of ancient marine animals (for a memorable use of chalk stone layers in high fantasy, check out Terry Pratchett's novel ''The Wee Free Men'' and its sequels).  The most well-known marine mineral is surely table salt, present in DF as [[rock salt]].  It's formed when saltwater evaporates; another evaporative mineral, or &amp;quot;evaporite&amp;quot;, is [[gypsum]], which, in DF as in real life, can be used to make [[Gypsum plaster|plaster casts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perthitic feldspar Dan Patch SD.jpg|Feldspars, the most common minerals, are often light-colored and &amp;quot;stony&amp;quot;.&lt;br /&gt;
File:Muscovite-121758.jpg|[[Mica]] is a flaky, crumbly and sheet-like mineral. This is the lighter flavor &amp;quot;muscovite&amp;quot;, present in DF.&lt;br /&gt;
File:Columnar basalt at Sheepeater Cliff in Yellowstone-closeup-750px.jpg|[[Basalt]] is a mafic rock; that is, it includes magnesium (ma-) and iron (-fic), giving it a dark color. It's made from cooled [[Magma|lava]], and makes the larger part of the ocean floor in real life.&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|The dark green mafic mineral [[olivine]] is a component of many basalts.&lt;br /&gt;
File:Cristales cueva de Naica.JPG|A large cluster of [[gypsum]] crystals (human for scale).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rocks can be classified by their creation processes, which makes them settle down in distinct [[stone layers]], and possibly in [[vein|veins and clusters]].  DF models this too, so that it's quite relevant information for players; see the links for details.&lt;br /&gt;
&lt;br /&gt;
An [[ore]] is a rock with a metal content high enough for it to be a viable source of that metal.  Most metals do not occur by themselves in nature, but readily bind with minerals to form stones; e.g. [[zinc]] binds with sulfur minerals to form the rock [[sphalerite]].  To extract the metal from it, [[Furnace operator|someone]] has to [[Smelter|smelt]] the stone.  A few metals may be found in pure form, like [[native gold]] and [[native silver|silver]] (but in DF, they still require smelting to be shaped into useable [[bars]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Sphalerite-43245.jpg|Sphalerite, an ore of zinc.&lt;br /&gt;
Zinc fragment sublimed and 1cm3 cube.jpg|Zinc metal.&lt;br /&gt;
Zlato 2.jpg|Native gold in rock.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[gem]] is a mineral (or rock, or rock-like material) with intrinsic economic value for a culture, often because they're beautiful, durable, and/or rare. This depends not just on what the mineral is made of, but also on the internal layout of its atomic structure, which can dramatically alter its appearance and properties; see the article on gems for more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Uncut Rose Quartz.jpg|[[Rose quartz]] is made of the same basic quartz as quartzite (above), but its atoms are ordered into neatly arranged pyramid shapes, resulting in a shiny, transparent, faceted material.&lt;br /&gt;
Rose quartz drops.jpg|After being [[Gem cutting|cut]] by an [[Gem cutter|expert craftsdwarf]], the hidden beauty of the rough gem is revealed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DF2014 stones}}{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lam&lt;br /&gt;
| elvish  = queca&lt;br /&gt;
| goblin  = ngomstu&lt;br /&gt;
| human   = ado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Stone]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284069</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284069"/>
		<updated>2023-01-05T20:50:22Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Stones forming entire layers */ wikitable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{catbox|Stone}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.  For that, as well as a general introduction to the new player, see [[The Non-Dwarf's Guide to Rock]]''&lt;br /&gt;
:{{For/see|a list of stone sorted by tile|[[Tilesets#Stones|Tilesets § Stones]]}}&lt;br /&gt;
&lt;br /&gt;
'''A quick note on terminology''':&amp;lt;br&amp;gt;&lt;br /&gt;
The term &amp;quot;'''stone'''&amp;quot; can refer to two different but related concepts, depending if you're talking about &amp;quot;stone&amp;quot; or &amp;quot;a stone&amp;quot;. When referring to stone as general material, it encompasses all non-organic material that is not specifically [[soil]], [[metal]] or [[gem]]s, as in ''&amp;quot;The stone layer was mostly granite&amp;quot;'' or ''&amp;quot;The stone was dug out to make room for workshops&amp;quot;''.  When referring to a stone, the round item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[construction]], and that round item can be either stone (in the first sense)  or a [[gem]] or an [[ore]] of some [[metal]], as in ''&amp;quot;The stones left over were mostly granite with some gold&amp;quot;'' or ''&amp;quot;The stones dug out had to be removed to make room for the workshops&amp;quot;''.  It's usually obvious from the context, but either 1) the non-ore/non-gem stuff in general, or 2) a single unit of stone/ore/gem that can be carried away - just to be clear. &lt;br /&gt;
&lt;br /&gt;
[[File:stone_prev.png|200px|right]]An unmined '''rock''' or '''stone''' tile is a naturally occurring solid aggregate of minerals. [[Mining]] a rock tile leaves behind a '''loose stone''' (or just &amp;quot;a stone&amp;quot;) roughly 25% of the time. Other types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined.  &lt;br /&gt;
&lt;br /&gt;
Loose stones are divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stones that produce [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: all other stones. Few of these have a use outside of items and structures ([[obsidian]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting, and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, most of the time you'll want to get rid of it, or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
If you are having the opposite problem, and find yourself running out of stone, try making [[block|stone blocks]].&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Stone layers}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[stone layers|layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} [[Chert]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} [[Dolomite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} [[Sandstone]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} [[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Gabbro]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} [[Granite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} [[Basalt]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} [[Dacite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Obsidian]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Rhyolite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
* {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} [[Quartzite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} [[Slate]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
:{{Raw Tile|≈|4:1}} - [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
== Other stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
''Currently under construction, in the process of adding samples of each stone in premium graphics. [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]])''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color Sample&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AlabasterSwatch.png|64px|center]]||[[Alabaster]]||[[Gypsum]]'''(S)'''|| || &lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AluniteSwatch.png|64px|center]]||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:AnhydriteSwatch.png|64px|center]]||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:BauxiteSwatch.png|64px|center]]||[[Bauxite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||[[File:Bituminous coalSwatch.png|64px|center]]||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:BoraxSwatch.png|64px|center]]||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:BrimstoneSwatch.png|64px|center]]||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CalciteSwatch.png|64px|center]]||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:ChromiteSwatch.png|64px|center]]||[[Chromite]]||[[Olivine]]'''(V)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}}||[[File:CinnabarSwatch.png|64px|center]]||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}}||[[File:CobaltiteSwatch.png|64px|center]]||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CryoliteSwatch.png|64px|center]]||[[Cryolite]]||[[Granite]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:GraphiteSwatch.png|64px|center]]||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''|| ||&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:GypsumSwatch.png|64px|center]]||[[Gypsum]]||All [[Sedimentary]]'''(L)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:HornblendeSwatch.png|64px|center]]||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:IlmeniteSwatch.png|64px|center]]||[[Ilmenite]]||[[Gabbro]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:JetSwatch.png|64px|center]]||[[Jet]]||All [[Sedimentary]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:KaoliniteSwatch.png|64px|center]]||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||[[File:KimberliteSwatch.png|64px|center]]||[[Kimberlite]]||[[Gabbro]]'''(V)'''||  Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:LigniteSwatch.png|64px|center]]||[[Lignite]]||All [[Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:MarcasiteSwatch.png|64px|center]]||[[Marcasite]]||[[Kaolinite]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:MicaSwatch.png|64px|center]]||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||[[File:MicroclineSwatch.png|64px|center]]||[[Microcline]]||All Stone'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:OlivineSwatch.png|64px|center]]||[[Olivine]]||[[Gabbro]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrpimentSwatch.png|64px|center]]||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrthoclaseSwatch.png|64px|center]]||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:PericlaseSwatch.png|64px|center]]||[[Periclase]]||[[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:Petrified woodSwatch.png|64px|center]]||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:PitchblendeSwatch.png|64px|center]]||[[Pitchblende]]||[[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||[[File:PuddingstoneSwatch.png|64px|center]]||[[Puddingstone]]||[[Conglomerate]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:PyrolusiteSwatch.png|64px|center]]||[[Pyrolusite]]||All [[Igneous]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:RealgarSwatch.png|64px|center]]||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:RutileSwatch.png|64px|center]]||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SaltpeterSwatch.png|64px|center]]||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SatinsparSwatch.png|64px|center]]||[[Satinspar]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SeleniteSwatch.png|64px|center]]||[[Selenite]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:SerpentineSwatch.png|64px|center]]||[[Serpentine]]||[[Olivine]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:StibniteSwatch.png|64px|center]]||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SylviteSwatch.png|64px|center]]||[[Sylvite]]||[[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:TalcSwatch.png|64px|center]]||[[Talc]]||[[Dolomite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== By color ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic stones&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]] (L), [[Rock salt]] (L), [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]] (L), [[Dolomite]] (L), [[Limestone]] (L), [[Marble]] (L), [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]] (L), [[Gneiss]] (L), [[Granite]] (L), [[Phyllite]] (L), [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]] (L), [[Basalt]] (L), [[Chromite]], [[Claystone]] (L), [[Diorite]] (L), [[Gabbro]] (L), [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]] (L), [[Shale]] (L), [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]] (L)&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]] (L), [[Conglomerate]] (L), [[Mudstone]] (L), [[Puddingstone]], [[Sandstone]] (L), [[Schist]] (L), [[Siltstone]] (L)&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF geology and geology in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stones of ''Dwarf Fortress'' are based (to some extent) on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.  Below is a very brief introduction tailored for DF gamers, with links to the relevant game-specific pages.&lt;br /&gt;
&lt;br /&gt;
In geological terminology, a rock or stone is basically a composite of minerals.  Minerals, the building blocks of rock, are hard inorganic materials with a definite chemical formula and a certain atomic structure.  For example, the mineral quartz is composed of silicon dioxide (SiO₂) arranged in a pyramid structure.  Quartz is a component mineral of rocks (stones) such as [[quartzite]] (almost entirely made of quartz) or [[granite]] (some 20~60% quartz, a bunch more of the mineral &amp;quot;feldspar&amp;quot;, plus [[mica]] and some others).  The distinction between minerals like [[mica]] (simple) and rocks like [[granite]] (composite) does not matter for ''Dwarf Fortress''; just like in everyday language, they're all just &amp;quot;stones&amp;quot;.  Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[limestone]] (made of the skeletons of ocean animals).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Museo de La Plata - Cuarcita.jpg|Quartzite stone, made mostly of quartz mineral.&lt;br /&gt;
Dark Mica from Eastern Ontario.jpg|Mica, a mineral.&lt;br /&gt;
GRANIT KANTSTEIN.jpg|Granite stone. The whitest grains are [[rock crystal|quartz crystals]], while the dark ones are [[mica]].&lt;br /&gt;
Coal bituminous.jpg|Bituminous coal.&lt;br /&gt;
Xenocrinus baeri fossil crinoids in fossiliferous limestone (Whitewater Formation, Upper Ordovician; northeastern Warren County, southwestern Ohio, USA) 2 (15115228788).jpg|Limestone, this one still with skeletons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three minerals seen in [[granite]] are also among the most common:&lt;br /&gt;
&lt;br /&gt;
* '''Feldspar''', meaning something like &amp;quot;field-stone&amp;quot;, is actually a general name for an entire family of minerals, all of them based on aluminum and silicon.  Their appearance varies, but they tends toward light greyish colors, and make up a lot of your typical light stone.  Feldspar doesn't exist independently in the DF world; but, among the in-game stones, [[microcline]] and [[orthoclase]] are flavors of feldspar, and countless other DF stones would include feldspar in real life.  A stone with a lot of feldspars and silicon is said to be '''felsic'''; granite and [[rhyolite]] are in-game examples.&lt;br /&gt;
* '''Quartz''', meaning &amp;quot;hard&amp;quot;, easily makes big showy crystals; it's transparent if [[Rock crystal|pure]], but if the SiO₂ is combined with  trace amounts of other elements (often metals like iron and manganese), it can get colored [[Rose quartz|pink]], purple ([[amethyst]]), yellow ([[citrine]]), and so on. If bubbly with air, quartz may become [[Milk quartz|milky]]; if irradiated, it may get [[Smoky quartz|smoky]].&lt;br /&gt;
* '''Micas''', like quartz, have silicon atoms crystalline structures.  The difference is that they're organized in sheet-like, gleaming surfaces, held together by weaker bonds of other elements; this makes micas soft and flaky (the word means &amp;quot;grainy&amp;quot;).  The color varies.  The in-game stone [[mica]] is stated to be muscovite, which is a light variety (but the game color is dark gray, like coal; this may be a mistake).  Other micas can be dark.&lt;br /&gt;
&lt;br /&gt;
Other minerals that exist independently in DF include green [[olivine]] (yes, it's named after olives) and black [[hornblende]], which is similar to dark mica but forms needlelike crystals.  Dark minerals like these often include magnesium and iron (Fe); stones rich in them are then termed '''mafic''' (in contrast with &amp;quot;felsic&amp;quot;).  In-game mafic stones include [[basalt]] and [[gabbro]].&lt;br /&gt;
&lt;br /&gt;
On the white side, [[calcite]] is a mineral based on calcium, the same stuff as bones.  It forms crystals, and occurs in DF as an unremarkable white stone.  Calcite is a main component of [[limestone]] and [[chalk]]—which in turn can become [[marble]];  it's often formed from the accumulated remains of ancient marine animals (for a memorable use of chalk stone layers in high fantasy, check out Terry Pratchett's novel ''The Wee Free Men'' and its sequels).  The most well-known marine mineral is surely table salt, present in DF as [[rock salt]].  It's formed when saltwater evaporates; another evaporative mineral, or &amp;quot;evaporite&amp;quot;, is [[gypsum]], which, in DF as in real life, can be used to make [[Gypsum plaster|plaster casts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perthitic feldspar Dan Patch SD.jpg|Feldspars, the most common minerals, are often light-colored and &amp;quot;stony&amp;quot;.&lt;br /&gt;
File:Muscovite-121758.jpg|[[Mica]] is a flaky, crumbly and sheet-like mineral. This is the lighter flavor &amp;quot;muscovite&amp;quot;, present in DF.&lt;br /&gt;
File:Columnar basalt at Sheepeater Cliff in Yellowstone-closeup-750px.jpg|[[Basalt]] is a mafic rock; that is, it includes magnesium (ma-) and iron (-fic), giving it a dark color. It's made from cooled [[Magma|lava]], and makes the larger part of the ocean floor in real life.&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|The dark green mafic mineral [[olivine]] is a component of many basalts.&lt;br /&gt;
File:Cristales cueva de Naica.JPG|A large cluster of [[gypsum]] crystals (human for scale).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rocks can be classified by their creation processes, which makes them settle down in distinct [[stone layers]], and possibly in [[vein|veins and clusters]].  DF models this too, so that it's quite relevant information for players; see the links for details.&lt;br /&gt;
&lt;br /&gt;
An [[ore]] is a rock with a metal content high enough for it to be a viable source of that metal.  Most metals do not occur by themselves in nature, but readily bind with minerals to form stones; e.g. [[zinc]] binds with sulfur minerals to form the rock [[sphalerite]].  To extract the metal from it, [[Furnace operator|someone]] has to [[Smelter|smelt]] the stone.  A few metals may be found in pure form, like [[native gold]] and [[native silver|silver]] (but in DF, they still require smelting to be shaped into useable [[bars]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Sphalerite-43245.jpg|Sphalerite, an ore of zinc.&lt;br /&gt;
Zinc fragment sublimed and 1cm3 cube.jpg|Zinc metal.&lt;br /&gt;
Zlato 2.jpg|Native gold in rock.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[gem]] is a mineral (or rock, or rock-like material) with intrinsic economic value for a culture, often because they're beautiful, durable, and/or rare. This depends not just on what the mineral is made of, but also on the internal layout of its atomic structure, which can dramatically alter its appearance and properties; see the article on gems for more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Uncut Rose Quartz.jpg|[[Rose quartz]] is made of the same basic quartz as quartzite (above), but its atoms are ordered into neatly arranged pyramid shapes, resulting in a shiny, transparent, faceted material.&lt;br /&gt;
Rose quartz drops.jpg|After being [[Gem cutting|cut]] by an [[Gem cutter|expert craftsdwarf]], the hidden beauty of the rough gem is revealed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DF2014 stones}}{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lam&lt;br /&gt;
| elvish  = queca&lt;br /&gt;
| goblin  = ngomstu&lt;br /&gt;
| human   = ado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Stone]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284068</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284068"/>
		<updated>2023-01-05T20:49:16Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* By color */ wikitable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{catbox|Stone}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.  For that, as well as a general introduction to the new player, see [[The Non-Dwarf's Guide to Rock]]''&lt;br /&gt;
:{{For/see|a list of stone sorted by tile|[[Tilesets#Stones|Tilesets § Stones]]}}&lt;br /&gt;
&lt;br /&gt;
'''A quick note on terminology''':&amp;lt;br&amp;gt;&lt;br /&gt;
The term &amp;quot;'''stone'''&amp;quot; can refer to two different but related concepts, depending if you're talking about &amp;quot;stone&amp;quot; or &amp;quot;a stone&amp;quot;. When referring to stone as general material, it encompasses all non-organic material that is not specifically [[soil]], [[metal]] or [[gem]]s, as in ''&amp;quot;The stone layer was mostly granite&amp;quot;'' or ''&amp;quot;The stone was dug out to make room for workshops&amp;quot;''.  When referring to a stone, the round item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[construction]], and that round item can be either stone (in the first sense)  or a [[gem]] or an [[ore]] of some [[metal]], as in ''&amp;quot;The stones left over were mostly granite with some gold&amp;quot;'' or ''&amp;quot;The stones dug out had to be removed to make room for the workshops&amp;quot;''.  It's usually obvious from the context, but either 1) the non-ore/non-gem stuff in general, or 2) a single unit of stone/ore/gem that can be carried away - just to be clear. &lt;br /&gt;
&lt;br /&gt;
[[File:stone_prev.png|200px|right]]An unmined '''rock''' or '''stone''' tile is a naturally occurring solid aggregate of minerals. [[Mining]] a rock tile leaves behind a '''loose stone''' (or just &amp;quot;a stone&amp;quot;) roughly 25% of the time. Other types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined.  &lt;br /&gt;
&lt;br /&gt;
Loose stones are divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stones that produce [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: all other stones. Few of these have a use outside of items and structures ([[obsidian]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting, and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, most of the time you'll want to get rid of it, or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
If you are having the opposite problem, and find yourself running out of stone, try making [[block|stone blocks]].&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Stone layers}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[stone layers|layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below).&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} [[Chert]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} [[Dolomite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} [[Sandstone]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} [[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Gabbro]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} [[Granite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} [[Basalt]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} [[Dacite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Obsidian]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Rhyolite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
* {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} [[Quartzite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} [[Slate]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
:{{Raw Tile|≈|4:1}} - [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
== Other stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
''Currently under construction, in the process of adding samples of each stone in premium graphics. [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]])''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color Sample&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AlabasterSwatch.png|64px|center]]||[[Alabaster]]||[[Gypsum]]'''(S)'''|| || &lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AluniteSwatch.png|64px|center]]||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:AnhydriteSwatch.png|64px|center]]||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:BauxiteSwatch.png|64px|center]]||[[Bauxite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||[[File:Bituminous coalSwatch.png|64px|center]]||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:BoraxSwatch.png|64px|center]]||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:BrimstoneSwatch.png|64px|center]]||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CalciteSwatch.png|64px|center]]||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:ChromiteSwatch.png|64px|center]]||[[Chromite]]||[[Olivine]]'''(V)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}}||[[File:CinnabarSwatch.png|64px|center]]||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}}||[[File:CobaltiteSwatch.png|64px|center]]||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CryoliteSwatch.png|64px|center]]||[[Cryolite]]||[[Granite]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:GraphiteSwatch.png|64px|center]]||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''|| ||&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:GypsumSwatch.png|64px|center]]||[[Gypsum]]||All [[Sedimentary]]'''(L)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:HornblendeSwatch.png|64px|center]]||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:IlmeniteSwatch.png|64px|center]]||[[Ilmenite]]||[[Gabbro]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:JetSwatch.png|64px|center]]||[[Jet]]||All [[Sedimentary]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:KaoliniteSwatch.png|64px|center]]||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||[[File:KimberliteSwatch.png|64px|center]]||[[Kimberlite]]||[[Gabbro]]'''(V)'''||  Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:LigniteSwatch.png|64px|center]]||[[Lignite]]||All [[Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:MarcasiteSwatch.png|64px|center]]||[[Marcasite]]||[[Kaolinite]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:MicaSwatch.png|64px|center]]||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||[[File:MicroclineSwatch.png|64px|center]]||[[Microcline]]||All Stone'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:OlivineSwatch.png|64px|center]]||[[Olivine]]||[[Gabbro]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrpimentSwatch.png|64px|center]]||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrthoclaseSwatch.png|64px|center]]||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:PericlaseSwatch.png|64px|center]]||[[Periclase]]||[[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:Petrified woodSwatch.png|64px|center]]||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:PitchblendeSwatch.png|64px|center]]||[[Pitchblende]]||[[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||[[File:PuddingstoneSwatch.png|64px|center]]||[[Puddingstone]]||[[Conglomerate]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:PyrolusiteSwatch.png|64px|center]]||[[Pyrolusite]]||All [[Igneous]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:RealgarSwatch.png|64px|center]]||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:RutileSwatch.png|64px|center]]||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SaltpeterSwatch.png|64px|center]]||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SatinsparSwatch.png|64px|center]]||[[Satinspar]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SeleniteSwatch.png|64px|center]]||[[Selenite]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:SerpentineSwatch.png|64px|center]]||[[Serpentine]]||[[Olivine]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:StibniteSwatch.png|64px|center]]||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SylviteSwatch.png|64px|center]]||[[Sylvite]]||[[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:TalcSwatch.png|64px|center]]||[[Talc]]||[[Dolomite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== By color ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic stones&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]] (L), [[Rock salt]] (L), [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]] (L), [[Dolomite]] (L), [[Limestone]] (L), [[Marble]] (L), [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]] (L), [[Gneiss]] (L), [[Granite]] (L), [[Phyllite]] (L), [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]] (L), [[Basalt]] (L), [[Chromite]], [[Claystone]] (L), [[Diorite]] (L), [[Gabbro]] (L), [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]] (L), [[Shale]] (L), [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]] (L)&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]] (L), [[Conglomerate]] (L), [[Mudstone]] (L), [[Puddingstone]], [[Sandstone]] (L), [[Schist]] (L), [[Siltstone]] (L)&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF geology and geology in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stones of ''Dwarf Fortress'' are based (to some extent) on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.  Below is a very brief introduction tailored for DF gamers, with links to the relevant game-specific pages.&lt;br /&gt;
&lt;br /&gt;
In geological terminology, a rock or stone is basically a composite of minerals.  Minerals, the building blocks of rock, are hard inorganic materials with a definite chemical formula and a certain atomic structure.  For example, the mineral quartz is composed of silicon dioxide (SiO₂) arranged in a pyramid structure.  Quartz is a component mineral of rocks (stones) such as [[quartzite]] (almost entirely made of quartz) or [[granite]] (some 20~60% quartz, a bunch more of the mineral &amp;quot;feldspar&amp;quot;, plus [[mica]] and some others).  The distinction between minerals like [[mica]] (simple) and rocks like [[granite]] (composite) does not matter for ''Dwarf Fortress''; just like in everyday language, they're all just &amp;quot;stones&amp;quot;.  Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[limestone]] (made of the skeletons of ocean animals).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Museo de La Plata - Cuarcita.jpg|Quartzite stone, made mostly of quartz mineral.&lt;br /&gt;
Dark Mica from Eastern Ontario.jpg|Mica, a mineral.&lt;br /&gt;
GRANIT KANTSTEIN.jpg|Granite stone. The whitest grains are [[rock crystal|quartz crystals]], while the dark ones are [[mica]].&lt;br /&gt;
Coal bituminous.jpg|Bituminous coal.&lt;br /&gt;
Xenocrinus baeri fossil crinoids in fossiliferous limestone (Whitewater Formation, Upper Ordovician; northeastern Warren County, southwestern Ohio, USA) 2 (15115228788).jpg|Limestone, this one still with skeletons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three minerals seen in [[granite]] are also among the most common:&lt;br /&gt;
&lt;br /&gt;
* '''Feldspar''', meaning something like &amp;quot;field-stone&amp;quot;, is actually a general name for an entire family of minerals, all of them based on aluminum and silicon.  Their appearance varies, but they tends toward light greyish colors, and make up a lot of your typical light stone.  Feldspar doesn't exist independently in the DF world; but, among the in-game stones, [[microcline]] and [[orthoclase]] are flavors of feldspar, and countless other DF stones would include feldspar in real life.  A stone with a lot of feldspars and silicon is said to be '''felsic'''; granite and [[rhyolite]] are in-game examples.&lt;br /&gt;
* '''Quartz''', meaning &amp;quot;hard&amp;quot;, easily makes big showy crystals; it's transparent if [[Rock crystal|pure]], but if the SiO₂ is combined with  trace amounts of other elements (often metals like iron and manganese), it can get colored [[Rose quartz|pink]], purple ([[amethyst]]), yellow ([[citrine]]), and so on. If bubbly with air, quartz may become [[Milk quartz|milky]]; if irradiated, it may get [[Smoky quartz|smoky]].&lt;br /&gt;
* '''Micas''', like quartz, have silicon atoms crystalline structures.  The difference is that they're organized in sheet-like, gleaming surfaces, held together by weaker bonds of other elements; this makes micas soft and flaky (the word means &amp;quot;grainy&amp;quot;).  The color varies.  The in-game stone [[mica]] is stated to be muscovite, which is a light variety (but the game color is dark gray, like coal; this may be a mistake).  Other micas can be dark.&lt;br /&gt;
&lt;br /&gt;
Other minerals that exist independently in DF include green [[olivine]] (yes, it's named after olives) and black [[hornblende]], which is similar to dark mica but forms needlelike crystals.  Dark minerals like these often include magnesium and iron (Fe); stones rich in them are then termed '''mafic''' (in contrast with &amp;quot;felsic&amp;quot;).  In-game mafic stones include [[basalt]] and [[gabbro]].&lt;br /&gt;
&lt;br /&gt;
On the white side, [[calcite]] is a mineral based on calcium, the same stuff as bones.  It forms crystals, and occurs in DF as an unremarkable white stone.  Calcite is a main component of [[limestone]] and [[chalk]]—which in turn can become [[marble]];  it's often formed from the accumulated remains of ancient marine animals (for a memorable use of chalk stone layers in high fantasy, check out Terry Pratchett's novel ''The Wee Free Men'' and its sequels).  The most well-known marine mineral is surely table salt, present in DF as [[rock salt]].  It's formed when saltwater evaporates; another evaporative mineral, or &amp;quot;evaporite&amp;quot;, is [[gypsum]], which, in DF as in real life, can be used to make [[Gypsum plaster|plaster casts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perthitic feldspar Dan Patch SD.jpg|Feldspars, the most common minerals, are often light-colored and &amp;quot;stony&amp;quot;.&lt;br /&gt;
File:Muscovite-121758.jpg|[[Mica]] is a flaky, crumbly and sheet-like mineral. This is the lighter flavor &amp;quot;muscovite&amp;quot;, present in DF.&lt;br /&gt;
File:Columnar basalt at Sheepeater Cliff in Yellowstone-closeup-750px.jpg|[[Basalt]] is a mafic rock; that is, it includes magnesium (ma-) and iron (-fic), giving it a dark color. It's made from cooled [[Magma|lava]], and makes the larger part of the ocean floor in real life.&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|The dark green mafic mineral [[olivine]] is a component of many basalts.&lt;br /&gt;
File:Cristales cueva de Naica.JPG|A large cluster of [[gypsum]] crystals (human for scale).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rocks can be classified by their creation processes, which makes them settle down in distinct [[stone layers]], and possibly in [[vein|veins and clusters]].  DF models this too, so that it's quite relevant information for players; see the links for details.&lt;br /&gt;
&lt;br /&gt;
An [[ore]] is a rock with a metal content high enough for it to be a viable source of that metal.  Most metals do not occur by themselves in nature, but readily bind with minerals to form stones; e.g. [[zinc]] binds with sulfur minerals to form the rock [[sphalerite]].  To extract the metal from it, [[Furnace operator|someone]] has to [[Smelter|smelt]] the stone.  A few metals may be found in pure form, like [[native gold]] and [[native silver|silver]] (but in DF, they still require smelting to be shaped into useable [[bars]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Sphalerite-43245.jpg|Sphalerite, an ore of zinc.&lt;br /&gt;
Zinc fragment sublimed and 1cm3 cube.jpg|Zinc metal.&lt;br /&gt;
Zlato 2.jpg|Native gold in rock.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[gem]] is a mineral (or rock, or rock-like material) with intrinsic economic value for a culture, often because they're beautiful, durable, and/or rare. This depends not just on what the mineral is made of, but also on the internal layout of its atomic structure, which can dramatically alter its appearance and properties; see the article on gems for more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Uncut Rose Quartz.jpg|[[Rose quartz]] is made of the same basic quartz as quartzite (above), but its atoms are ordered into neatly arranged pyramid shapes, resulting in a shiny, transparent, faceted material.&lt;br /&gt;
Rose quartz drops.jpg|After being [[Gem cutting|cut]] by an [[Gem cutter|expert craftsdwarf]], the hidden beauty of the rough gem is revealed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DF2014 stones}}{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lam&lt;br /&gt;
| elvish  = queca&lt;br /&gt;
| goblin  = ngomstu&lt;br /&gt;
| human   = ado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Stone]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284067</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284067"/>
		<updated>2023-01-05T20:48:29Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Stones forming entire layers */ spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{catbox|Stone}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.  For that, as well as a general introduction to the new player, see [[The Non-Dwarf's Guide to Rock]]''&lt;br /&gt;
:{{For/see|a list of stone sorted by tile|[[Tilesets#Stones|Tilesets § Stones]]}}&lt;br /&gt;
&lt;br /&gt;
'''A quick note on terminology''':&amp;lt;br&amp;gt;&lt;br /&gt;
The term &amp;quot;'''stone'''&amp;quot; can refer to two different but related concepts, depending if you're talking about &amp;quot;stone&amp;quot; or &amp;quot;a stone&amp;quot;. When referring to stone as general material, it encompasses all non-organic material that is not specifically [[soil]], [[metal]] or [[gem]]s, as in ''&amp;quot;The stone layer was mostly granite&amp;quot;'' or ''&amp;quot;The stone was dug out to make room for workshops&amp;quot;''.  When referring to a stone, the round item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[construction]], and that round item can be either stone (in the first sense)  or a [[gem]] or an [[ore]] of some [[metal]], as in ''&amp;quot;The stones left over were mostly granite with some gold&amp;quot;'' or ''&amp;quot;The stones dug out had to be removed to make room for the workshops&amp;quot;''.  It's usually obvious from the context, but either 1) the non-ore/non-gem stuff in general, or 2) a single unit of stone/ore/gem that can be carried away - just to be clear. &lt;br /&gt;
&lt;br /&gt;
[[File:stone_prev.png|200px|right]]An unmined '''rock''' or '''stone''' tile is a naturally occurring solid aggregate of minerals. [[Mining]] a rock tile leaves behind a '''loose stone''' (or just &amp;quot;a stone&amp;quot;) roughly 25% of the time. Other types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined.  &lt;br /&gt;
&lt;br /&gt;
Loose stones are divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stones that produce [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: all other stones. Few of these have a use outside of items and structures ([[obsidian]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting, and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, most of the time you'll want to get rid of it, or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
If you are having the opposite problem, and find yourself running out of stone, try making [[block|stone blocks]].&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Stone layers}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[stone layers|layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below).&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} [[Chert]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} [[Dolomite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} [[Sandstone]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} [[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Gabbro]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} [[Granite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} [[Basalt]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} [[Dacite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Obsidian]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Rhyolite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
* {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} [[Quartzite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} [[Slate]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
:{{Raw Tile|≈|4:1}} - [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
== Other stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
''Currently under construction, in the process of adding samples of each stone in premium graphics. [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]])''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color Sample&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AlabasterSwatch.png|64px|center]]||[[Alabaster]]||[[Gypsum]]'''(S)'''|| || &lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AluniteSwatch.png|64px|center]]||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:AnhydriteSwatch.png|64px|center]]||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:BauxiteSwatch.png|64px|center]]||[[Bauxite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||[[File:Bituminous coalSwatch.png|64px|center]]||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:BoraxSwatch.png|64px|center]]||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:BrimstoneSwatch.png|64px|center]]||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CalciteSwatch.png|64px|center]]||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:ChromiteSwatch.png|64px|center]]||[[Chromite]]||[[Olivine]]'''(V)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}}||[[File:CinnabarSwatch.png|64px|center]]||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}}||[[File:CobaltiteSwatch.png|64px|center]]||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CryoliteSwatch.png|64px|center]]||[[Cryolite]]||[[Granite]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:GraphiteSwatch.png|64px|center]]||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''|| ||&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:GypsumSwatch.png|64px|center]]||[[Gypsum]]||All [[Sedimentary]]'''(L)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:HornblendeSwatch.png|64px|center]]||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:IlmeniteSwatch.png|64px|center]]||[[Ilmenite]]||[[Gabbro]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:JetSwatch.png|64px|center]]||[[Jet]]||All [[Sedimentary]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:KaoliniteSwatch.png|64px|center]]||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||[[File:KimberliteSwatch.png|64px|center]]||[[Kimberlite]]||[[Gabbro]]'''(V)'''||  Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:LigniteSwatch.png|64px|center]]||[[Lignite]]||All [[Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:MarcasiteSwatch.png|64px|center]]||[[Marcasite]]||[[Kaolinite]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:MicaSwatch.png|64px|center]]||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||[[File:MicroclineSwatch.png|64px|center]]||[[Microcline]]||All Stone'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:OlivineSwatch.png|64px|center]]||[[Olivine]]||[[Gabbro]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrpimentSwatch.png|64px|center]]||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrthoclaseSwatch.png|64px|center]]||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:PericlaseSwatch.png|64px|center]]||[[Periclase]]||[[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:Petrified woodSwatch.png|64px|center]]||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:PitchblendeSwatch.png|64px|center]]||[[Pitchblende]]||[[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||[[File:PuddingstoneSwatch.png|64px|center]]||[[Puddingstone]]||[[Conglomerate]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:PyrolusiteSwatch.png|64px|center]]||[[Pyrolusite]]||All [[Igneous]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:RealgarSwatch.png|64px|center]]||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:RutileSwatch.png|64px|center]]||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SaltpeterSwatch.png|64px|center]]||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SatinsparSwatch.png|64px|center]]||[[Satinspar]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SeleniteSwatch.png|64px|center]]||[[Selenite]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:SerpentineSwatch.png|64px|center]]||[[Serpentine]]||[[Olivine]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:StibniteSwatch.png|64px|center]]||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SylviteSwatch.png|64px|center]]||[[Sylvite]]||[[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:TalcSwatch.png|64px|center]]||[[Talc]]||[[Dolomite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== By color ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic stones&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]] (L), [[Rock salt]] (L), [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]] (L), [[Dolomite]] (L), [[Limestone]] (L), [[Marble]] (L), [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]] (L), [[Gneiss]] (L), [[Granite]] (L), [[Phyllite]] (L), [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]] (L), [[Basalt]] (L), [[Chromite]], [[Claystone]] (L), [[Diorite]] (L), [[Gabbro]] (L), [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]] (L), [[Shale]] (L), [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]] (L)&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]] (L), [[Conglomerate]] (L), [[Mudstone]] (L), [[Puddingstone]], [[Sandstone]] (L), [[Schist]] (L), [[Siltstone]] (L)&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF geology and geology in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stones of ''Dwarf Fortress'' are based (to some extent) on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.  Below is a very brief introduction tailored for DF gamers, with links to the relevant game-specific pages.&lt;br /&gt;
&lt;br /&gt;
In geological terminology, a rock or stone is basically a composite of minerals.  Minerals, the building blocks of rock, are hard inorganic materials with a definite chemical formula and a certain atomic structure.  For example, the mineral quartz is composed of silicon dioxide (SiO₂) arranged in a pyramid structure.  Quartz is a component mineral of rocks (stones) such as [[quartzite]] (almost entirely made of quartz) or [[granite]] (some 20~60% quartz, a bunch more of the mineral &amp;quot;feldspar&amp;quot;, plus [[mica]] and some others).  The distinction between minerals like [[mica]] (simple) and rocks like [[granite]] (composite) does not matter for ''Dwarf Fortress''; just like in everyday language, they're all just &amp;quot;stones&amp;quot;.  Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[limestone]] (made of the skeletons of ocean animals).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Museo de La Plata - Cuarcita.jpg|Quartzite stone, made mostly of quartz mineral.&lt;br /&gt;
Dark Mica from Eastern Ontario.jpg|Mica, a mineral.&lt;br /&gt;
GRANIT KANTSTEIN.jpg|Granite stone. The whitest grains are [[rock crystal|quartz crystals]], while the dark ones are [[mica]].&lt;br /&gt;
Coal bituminous.jpg|Bituminous coal.&lt;br /&gt;
Xenocrinus baeri fossil crinoids in fossiliferous limestone (Whitewater Formation, Upper Ordovician; northeastern Warren County, southwestern Ohio, USA) 2 (15115228788).jpg|Limestone, this one still with skeletons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three minerals seen in [[granite]] are also among the most common:&lt;br /&gt;
&lt;br /&gt;
* '''Feldspar''', meaning something like &amp;quot;field-stone&amp;quot;, is actually a general name for an entire family of minerals, all of them based on aluminum and silicon.  Their appearance varies, but they tends toward light greyish colors, and make up a lot of your typical light stone.  Feldspar doesn't exist independently in the DF world; but, among the in-game stones, [[microcline]] and [[orthoclase]] are flavors of feldspar, and countless other DF stones would include feldspar in real life.  A stone with a lot of feldspars and silicon is said to be '''felsic'''; granite and [[rhyolite]] are in-game examples.&lt;br /&gt;
* '''Quartz''', meaning &amp;quot;hard&amp;quot;, easily makes big showy crystals; it's transparent if [[Rock crystal|pure]], but if the SiO₂ is combined with  trace amounts of other elements (often metals like iron and manganese), it can get colored [[Rose quartz|pink]], purple ([[amethyst]]), yellow ([[citrine]]), and so on. If bubbly with air, quartz may become [[Milk quartz|milky]]; if irradiated, it may get [[Smoky quartz|smoky]].&lt;br /&gt;
* '''Micas''', like quartz, have silicon atoms crystalline structures.  The difference is that they're organized in sheet-like, gleaming surfaces, held together by weaker bonds of other elements; this makes micas soft and flaky (the word means &amp;quot;grainy&amp;quot;).  The color varies.  The in-game stone [[mica]] is stated to be muscovite, which is a light variety (but the game color is dark gray, like coal; this may be a mistake).  Other micas can be dark.&lt;br /&gt;
&lt;br /&gt;
Other minerals that exist independently in DF include green [[olivine]] (yes, it's named after olives) and black [[hornblende]], which is similar to dark mica but forms needlelike crystals.  Dark minerals like these often include magnesium and iron (Fe); stones rich in them are then termed '''mafic''' (in contrast with &amp;quot;felsic&amp;quot;).  In-game mafic stones include [[basalt]] and [[gabbro]].&lt;br /&gt;
&lt;br /&gt;
On the white side, [[calcite]] is a mineral based on calcium, the same stuff as bones.  It forms crystals, and occurs in DF as an unremarkable white stone.  Calcite is a main component of [[limestone]] and [[chalk]]—which in turn can become [[marble]];  it's often formed from the accumulated remains of ancient marine animals (for a memorable use of chalk stone layers in high fantasy, check out Terry Pratchett's novel ''The Wee Free Men'' and its sequels).  The most well-known marine mineral is surely table salt, present in DF as [[rock salt]].  It's formed when saltwater evaporates; another evaporative mineral, or &amp;quot;evaporite&amp;quot;, is [[gypsum]], which, in DF as in real life, can be used to make [[Gypsum plaster|plaster casts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perthitic feldspar Dan Patch SD.jpg|Feldspars, the most common minerals, are often light-colored and &amp;quot;stony&amp;quot;.&lt;br /&gt;
File:Muscovite-121758.jpg|[[Mica]] is a flaky, crumbly and sheet-like mineral. This is the lighter flavor &amp;quot;muscovite&amp;quot;, present in DF.&lt;br /&gt;
File:Columnar basalt at Sheepeater Cliff in Yellowstone-closeup-750px.jpg|[[Basalt]] is a mafic rock; that is, it includes magnesium (ma-) and iron (-fic), giving it a dark color. It's made from cooled [[Magma|lava]], and makes the larger part of the ocean floor in real life.&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|The dark green mafic mineral [[olivine]] is a component of many basalts.&lt;br /&gt;
File:Cristales cueva de Naica.JPG|A large cluster of [[gypsum]] crystals (human for scale).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rocks can be classified by their creation processes, which makes them settle down in distinct [[stone layers]], and possibly in [[vein|veins and clusters]].  DF models this too, so that it's quite relevant information for players; see the links for details.&lt;br /&gt;
&lt;br /&gt;
An [[ore]] is a rock with a metal content high enough for it to be a viable source of that metal.  Most metals do not occur by themselves in nature, but readily bind with minerals to form stones; e.g. [[zinc]] binds with sulfur minerals to form the rock [[sphalerite]].  To extract the metal from it, [[Furnace operator|someone]] has to [[Smelter|smelt]] the stone.  A few metals may be found in pure form, like [[native gold]] and [[native silver|silver]] (but in DF, they still require smelting to be shaped into useable [[bars]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Sphalerite-43245.jpg|Sphalerite, an ore of zinc.&lt;br /&gt;
Zinc fragment sublimed and 1cm3 cube.jpg|Zinc metal.&lt;br /&gt;
Zlato 2.jpg|Native gold in rock.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[gem]] is a mineral (or rock, or rock-like material) with intrinsic economic value for a culture, often because they're beautiful, durable, and/or rare. This depends not just on what the mineral is made of, but also on the internal layout of its atomic structure, which can dramatically alter its appearance and properties; see the article on gems for more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Uncut Rose Quartz.jpg|[[Rose quartz]] is made of the same basic quartz as quartzite (above), but its atoms are ordered into neatly arranged pyramid shapes, resulting in a shiny, transparent, faceted material.&lt;br /&gt;
Rose quartz drops.jpg|After being [[Gem cutting|cut]] by an [[Gem cutter|expert craftsdwarf]], the hidden beauty of the rough gem is revealed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DF2014 stones}}{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lam&lt;br /&gt;
| elvish  = queca&lt;br /&gt;
| goblin  = ngomstu&lt;br /&gt;
| human   = ado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Stone]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284066</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=284066"/>
		<updated>2023-01-05T20:47:50Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
{{catbox|Stone}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.  For that, as well as a general introduction to the new player, see [[The Non-Dwarf's Guide to Rock]]''&lt;br /&gt;
:{{For/see|a list of stone sorted by tile|[[Tilesets#Stones|Tilesets § Stones]]}}&lt;br /&gt;
&lt;br /&gt;
'''A quick note on terminology''':&amp;lt;br&amp;gt;&lt;br /&gt;
The term &amp;quot;'''stone'''&amp;quot; can refer to two different but related concepts, depending if you're talking about &amp;quot;stone&amp;quot; or &amp;quot;a stone&amp;quot;. When referring to stone as general material, it encompasses all non-organic material that is not specifically [[soil]], [[metal]] or [[gem]]s, as in ''&amp;quot;The stone layer was mostly granite&amp;quot;'' or ''&amp;quot;The stone was dug out to make room for workshops&amp;quot;''.  When referring to a stone, the round item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[construction]], and that round item can be either stone (in the first sense)  or a [[gem]] or an [[ore]] of some [[metal]], as in ''&amp;quot;The stones left over were mostly granite with some gold&amp;quot;'' or ''&amp;quot;The stones dug out had to be removed to make room for the workshops&amp;quot;''.  It's usually obvious from the context, but either 1) the non-ore/non-gem stuff in general, or 2) a single unit of stone/ore/gem that can be carried away - just to be clear. &lt;br /&gt;
&lt;br /&gt;
[[File:stone_prev.png|200px|right]]An unmined '''rock''' or '''stone''' tile is a naturally occurring solid aggregate of minerals. [[Mining]] a rock tile leaves behind a '''loose stone''' (or just &amp;quot;a stone&amp;quot;) roughly 25% of the time. Other types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined.  &lt;br /&gt;
&lt;br /&gt;
Loose stones are divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stones that produce [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: all other stones. Few of these have a use outside of items and structures ([[obsidian]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting, and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, most of the time you'll want to get rid of it, or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
If you are having the opposite problem, and find yourself running out of stone, try making [[block|stone blocks]].&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Stone layers}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[stone layers|layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} [[Chert]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} [[Dolomite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} [[Sandstone]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} [[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Gabbro]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} [[Granite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} [[Basalt]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} [[Dacite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Obsidian]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Rhyolite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
* {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} [[Quartzite]] {{Raw Tile|≈|4:1}}&lt;br /&gt;
* {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} [[Slate]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
:{{Raw Tile|≈|4:1}} - [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
== Other stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
''Currently under construction, in the process of adding samples of each stone in premium graphics. [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]])''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Color Sample&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AlabasterSwatch.png|64px|center]]||[[Alabaster]]||[[Gypsum]]'''(S)'''|| || &lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:AluniteSwatch.png|64px|center]]||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:AnhydriteSwatch.png|64px|center]]||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:BauxiteSwatch.png|64px|center]]||[[Bauxite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||[[File:Bituminous coalSwatch.png|64px|center]]||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:BoraxSwatch.png|64px|center]]||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:BrimstoneSwatch.png|64px|center]]||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CalciteSwatch.png|64px|center]]||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:ChromiteSwatch.png|64px|center]]||[[Chromite]]||[[Olivine]]'''(V)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}}||[[File:CinnabarSwatch.png|64px|center]]||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}}||[[File:CobaltiteSwatch.png|64px|center]]||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:CryoliteSwatch.png|64px|center]]||[[Cryolite]]||[[Granite]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:GraphiteSwatch.png|64px|center]]||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''|| ||&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:GypsumSwatch.png|64px|center]]||[[Gypsum]]||All [[Sedimentary]]'''(L)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:HornblendeSwatch.png|64px|center]]||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:IlmeniteSwatch.png|64px|center]]||[[Ilmenite]]||[[Gabbro]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:JetSwatch.png|64px|center]]||[[Jet]]||All [[Sedimentary]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||[[File:KaoliniteSwatch.png|64px|center]]||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||[[File:KimberliteSwatch.png|64px|center]]||[[Kimberlite]]||[[Gabbro]]'''(V)'''||  Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:LigniteSwatch.png|64px|center]]||[[Lignite]]||All [[Sedimentary]]'''(V)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:MarcasiteSwatch.png|64px|center]]||[[Marcasite]]||[[Kaolinite]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:MicaSwatch.png|64px|center]]||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||[[File:MicroclineSwatch.png|64px|center]]||[[Microcline]]||All Stone'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:OlivineSwatch.png|64px|center]]||[[Olivine]]||[[Gabbro]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrpimentSwatch.png|64px|center]]||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:OrthoclaseSwatch.png|64px|center]]||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:PericlaseSwatch.png|64px|center]]||[[Periclase]]||[[Marble]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:Petrified woodSwatch.png|64px|center]]||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:PitchblendeSwatch.png|64px|center]]||[[Pitchblende]]||[[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||[[File:PuddingstoneSwatch.png|64px|center]]||[[Puddingstone]]||[[Conglomerate]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||[[File:PyrolusiteSwatch.png|64px|center]]||[[Pyrolusite]]||All [[Igneous]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[File:RealgarSwatch.png|64px|center]]||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|5:7:0}}  {{Raw Tile|•|5:0}}||[[File:RutileSwatch.png|64px|center]]||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|| Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SaltpeterSwatch.png|64px|center]]||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SatinsparSwatch.png|64px|center]]||[[Satinspar]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:SeleniteSwatch.png|64px|center]]||[[Selenite]]||[[Gypsum]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||[[File:SerpentineSwatch.png|64px|center]]||[[Serpentine]]||[[Olivine]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||[[File:StibniteSwatch.png|64px|center]]||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''|| ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||[[File:SylviteSwatch.png|64px|center]]||[[Sylvite]]||[[Rock salt]]'''(L)'''|| Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||[[File:TalcSwatch.png|64px|center]]||[[Talc]]||[[Dolomite]]'''(L)'''|| Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== By color ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic stones&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]] (L), [[Rock salt]] (L), [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]] (L), [[Dolomite]] (L), [[Limestone]] (L), [[Marble]] (L), [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]] (L), [[Gneiss]] (L), [[Granite]] (L), [[Phyllite]] (L), [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]] (L), [[Basalt]] (L), [[Chromite]], [[Claystone]] (L), [[Diorite]] (L), [[Gabbro]] (L), [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]] (L), [[Shale]] (L), [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]] (L)&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]] (L), [[Conglomerate]] (L), [[Mudstone]] (L), [[Puddingstone]], [[Sandstone]] (L), [[Schist]] (L), [[Siltstone]] (L)&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF geology and geology in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stones of ''Dwarf Fortress'' are based (to some extent) on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.  Below is a very brief introduction tailored for DF gamers, with links to the relevant game-specific pages.&lt;br /&gt;
&lt;br /&gt;
In geological terminology, a rock or stone is basically a composite of minerals.  Minerals, the building blocks of rock, are hard inorganic materials with a definite chemical formula and a certain atomic structure.  For example, the mineral quartz is composed of silicon dioxide (SiO₂) arranged in a pyramid structure.  Quartz is a component mineral of rocks (stones) such as [[quartzite]] (almost entirely made of quartz) or [[granite]] (some 20~60% quartz, a bunch more of the mineral &amp;quot;feldspar&amp;quot;, plus [[mica]] and some others).  The distinction between minerals like [[mica]] (simple) and rocks like [[granite]] (composite) does not matter for ''Dwarf Fortress''; just like in everyday language, they're all just &amp;quot;stones&amp;quot;.  Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[limestone]] (made of the skeletons of ocean animals).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Museo de La Plata - Cuarcita.jpg|Quartzite stone, made mostly of quartz mineral.&lt;br /&gt;
Dark Mica from Eastern Ontario.jpg|Mica, a mineral.&lt;br /&gt;
GRANIT KANTSTEIN.jpg|Granite stone. The whitest grains are [[rock crystal|quartz crystals]], while the dark ones are [[mica]].&lt;br /&gt;
Coal bituminous.jpg|Bituminous coal.&lt;br /&gt;
Xenocrinus baeri fossil crinoids in fossiliferous limestone (Whitewater Formation, Upper Ordovician; northeastern Warren County, southwestern Ohio, USA) 2 (15115228788).jpg|Limestone, this one still with skeletons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three minerals seen in [[granite]] are also among the most common:&lt;br /&gt;
&lt;br /&gt;
* '''Feldspar''', meaning something like &amp;quot;field-stone&amp;quot;, is actually a general name for an entire family of minerals, all of them based on aluminum and silicon.  Their appearance varies, but they tends toward light greyish colors, and make up a lot of your typical light stone.  Feldspar doesn't exist independently in the DF world; but, among the in-game stones, [[microcline]] and [[orthoclase]] are flavors of feldspar, and countless other DF stones would include feldspar in real life.  A stone with a lot of feldspars and silicon is said to be '''felsic'''; granite and [[rhyolite]] are in-game examples.&lt;br /&gt;
* '''Quartz''', meaning &amp;quot;hard&amp;quot;, easily makes big showy crystals; it's transparent if [[Rock crystal|pure]], but if the SiO₂ is combined with  trace amounts of other elements (often metals like iron and manganese), it can get colored [[Rose quartz|pink]], purple ([[amethyst]]), yellow ([[citrine]]), and so on. If bubbly with air, quartz may become [[Milk quartz|milky]]; if irradiated, it may get [[Smoky quartz|smoky]].&lt;br /&gt;
* '''Micas''', like quartz, have silicon atoms crystalline structures.  The difference is that they're organized in sheet-like, gleaming surfaces, held together by weaker bonds of other elements; this makes micas soft and flaky (the word means &amp;quot;grainy&amp;quot;).  The color varies.  The in-game stone [[mica]] is stated to be muscovite, which is a light variety (but the game color is dark gray, like coal; this may be a mistake).  Other micas can be dark.&lt;br /&gt;
&lt;br /&gt;
Other minerals that exist independently in DF include green [[olivine]] (yes, it's named after olives) and black [[hornblende]], which is similar to dark mica but forms needlelike crystals.  Dark minerals like these often include magnesium and iron (Fe); stones rich in them are then termed '''mafic''' (in contrast with &amp;quot;felsic&amp;quot;).  In-game mafic stones include [[basalt]] and [[gabbro]].&lt;br /&gt;
&lt;br /&gt;
On the white side, [[calcite]] is a mineral based on calcium, the same stuff as bones.  It forms crystals, and occurs in DF as an unremarkable white stone.  Calcite is a main component of [[limestone]] and [[chalk]]—which in turn can become [[marble]];  it's often formed from the accumulated remains of ancient marine animals (for a memorable use of chalk stone layers in high fantasy, check out Terry Pratchett's novel ''The Wee Free Men'' and its sequels).  The most well-known marine mineral is surely table salt, present in DF as [[rock salt]].  It's formed when saltwater evaporates; another evaporative mineral, or &amp;quot;evaporite&amp;quot;, is [[gypsum]], which, in DF as in real life, can be used to make [[Gypsum plaster|plaster casts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perthitic feldspar Dan Patch SD.jpg|Feldspars, the most common minerals, are often light-colored and &amp;quot;stony&amp;quot;.&lt;br /&gt;
File:Muscovite-121758.jpg|[[Mica]] is a flaky, crumbly and sheet-like mineral. This is the lighter flavor &amp;quot;muscovite&amp;quot;, present in DF.&lt;br /&gt;
File:Columnar basalt at Sheepeater Cliff in Yellowstone-closeup-750px.jpg|[[Basalt]] is a mafic rock; that is, it includes magnesium (ma-) and iron (-fic), giving it a dark color. It's made from cooled [[Magma|lava]], and makes the larger part of the ocean floor in real life.&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|The dark green mafic mineral [[olivine]] is a component of many basalts.&lt;br /&gt;
File:Cristales cueva de Naica.JPG|A large cluster of [[gypsum]] crystals (human for scale).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rocks can be classified by their creation processes, which makes them settle down in distinct [[stone layers]], and possibly in [[vein|veins and clusters]].  DF models this too, so that it's quite relevant information for players; see the links for details.&lt;br /&gt;
&lt;br /&gt;
An [[ore]] is a rock with a metal content high enough for it to be a viable source of that metal.  Most metals do not occur by themselves in nature, but readily bind with minerals to form stones; e.g. [[zinc]] binds with sulfur minerals to form the rock [[sphalerite]].  To extract the metal from it, [[Furnace operator|someone]] has to [[Smelter|smelt]] the stone.  A few metals may be found in pure form, like [[native gold]] and [[native silver|silver]] (but in DF, they still require smelting to be shaped into useable [[bars]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Sphalerite-43245.jpg|Sphalerite, an ore of zinc.&lt;br /&gt;
Zinc fragment sublimed and 1cm3 cube.jpg|Zinc metal.&lt;br /&gt;
Zlato 2.jpg|Native gold in rock.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[gem]] is a mineral (or rock, or rock-like material) with intrinsic economic value for a culture, often because they're beautiful, durable, and/or rare. This depends not just on what the mineral is made of, but also on the internal layout of its atomic structure, which can dramatically alter its appearance and properties; see the article on gems for more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Uncut Rose Quartz.jpg|[[Rose quartz]] is made of the same basic quartz as quartzite (above), but its atoms are ordered into neatly arranged pyramid shapes, resulting in a shiny, transparent, faceted material.&lt;br /&gt;
Rose quartz drops.jpg|After being [[Gem cutting|cut]] by an [[Gem cutter|expert craftsdwarf]], the hidden beauty of the rough gem is revealed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DF2014 stones}}{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lam&lt;br /&gt;
| elvish  = queca&lt;br /&gt;
| goblin  = ngomstu&lt;br /&gt;
| human   = ado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Stone]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building_designer&amp;diff=284011</id>
		<title>Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building_designer&amp;diff=284011"/>
		<updated>2023-01-05T17:26:46Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| specialty  = Architect&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = [[Architecture]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
As of v50.01, the '''building designer''' [[skill]] has been removed, its responsibilities relegated to [[mason]], [[carpenter]], and [[blacksmith]]{{verify}}. All of those skills, when used in the context of designing buildings, work essentially identically how building designer did, which is as follows.&lt;br /&gt;
&lt;br /&gt;
== Using architecture ==&lt;br /&gt;
&lt;br /&gt;
When building structures that require architecture, it is the architect who carries the building materials to the site and clears it of debris.  The architect's time spent on each building can be minimized by placing appropriate [[stockpiles]] near the selected location and by designating debris for [[dump]]ing in advance. The building is then built in two stages: the first performed by the architect, and the second by a [[mason]] (if the building built from [[stone]], stone [[block]]s, or [[glass]] blocks), a [[carpenter]] (if it is built from [[log]]s or wood blocks), or a [[metalsmith]] (if it is built from metal [[bar]]s or [[block]]s).&lt;br /&gt;
&lt;br /&gt;
== Building quality ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill influences the [[quality]] of &amp;quot;designed&amp;quot; buildings (those listed below).  The total quality of the building is determined by the skill of the architect ''and'' the skill of the builder (mason/etc.). The game assigns two values that can be viewed with the [[building list]]. When determining the overall value of the building, these two values are simply added together to form an overall value multiplier ranging from 2 to 24.&lt;br /&gt;
&lt;br /&gt;
Buildings that do not involve an architect do not have any quality (aside from &amp;quot;built&amp;quot; [[furniture]] -- tables, statues, doors, etc.).&lt;br /&gt;
&lt;br /&gt;
Building quality has only two effects in-game: high-quality buildings can occasionally trigger a happy [[thought]] in dwarves who notice them, and higher-quality buildings will boost your fort's overall architectural wealth (as displayed in the &amp;quot;created wealth&amp;quot; section of the [[status]] screen).  The first effect can also be achieved by liberally installing high-quality furniture, however, and the second effect is minimal unless you make your buildings out of high-value materials (such as [[platinum]] or [[artifact]] components).&lt;br /&gt;
&lt;br /&gt;
Destroying a masterwork structure (whether via [[cave-in]] or [[building destroyer]]) will give an unhappy [[thought]] to its designer and/or builder (depending on whether the design or construction are masterful), though dismantling it will not.&lt;br /&gt;
&lt;br /&gt;
== Buildings requiring architect skills ==&lt;br /&gt;
&lt;br /&gt;
* [[Archery target]]s&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* [[Furnace]]s&lt;br /&gt;
* Paved [[road]]s&lt;br /&gt;
* [[Screw pump]]s&lt;br /&gt;
* [[Support]]s&lt;br /&gt;
* [[Trade depot]]s&lt;br /&gt;
* [[Water wheel]]s&lt;br /&gt;
* [[Well]]s&lt;br /&gt;
* [[Windmill]]s&lt;br /&gt;
&lt;br /&gt;
== Training the building designer skill ==&lt;br /&gt;
The fastest way to train this skill is to designate a large quantity of [[support]]s or [[archery target]]s for construction in a freshly mined room (that is, still filled with stones) and use [[burrow]] restrictions (or a locked door) to prevent any Masons from entering the room - the architect will pick up each stone, design the building, and then move on to the next one. Since the buildings never actually get constructed, removing them takes no time, allowing downtime to be minimized.  Be certain to enable each trainee's Architecture labor using View (v) &amp;gt; Preferences (p) &amp;gt; Labor (l) &amp;gt; Other Jobs.  &lt;br /&gt;
&lt;br /&gt;
Alternatively, build supports out of metal bars and blocks.  Due to a [[bug]] that only uses the [[Blacksmith|metalsmith]] skill, this will train a dwarf in that skill as well.{{Bug|4899}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Quality&amp;diff=283873</id>
		<title>User:Hairy Dude/Template:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Quality&amp;diff=283873"/>
		<updated>2023-01-05T00:18:22Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: please delete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if:{{#var:quality_displayed}}|[[Category:Pages with multiple quality templates]]|{{#vardefine:quality_displayed|1}}&amp;lt;includeonly&amp;gt;{{#switch:{{NAMESPACE}}|Masterwork|DF2014|v0.34|v0.31|40d|23a|Utility={{Category|ns={{NAMESPACE}}|{{#switch:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|Fine|Superior|Exceptional|Masterwork={{ucfirst:{{lc:{{{1}}}}}}}|#default=Unknown}} Quality Articles|{{PAGENAME}}}}|#default=[[Category:Quality ranks in invalid namespaces|{{PAGENAME}}]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;div style=&amp;quot;margin-top:0.1em; right:10px&amp;quot; class=&amp;quot;topicon&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;&lt;br /&gt;
{{#switch:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|Fine|Superior|Exceptional|Masterwork=|#default=[[DF:Quality#Unknown|&amp;lt;span id=&amp;quot;unknown-quality&amp;quot; style=&amp;quot;padding:.2em; border:1px solid #f00; {{border radius|2px}} background:#ffccaa;text-decoration:none; color:#ff0000&amp;quot;&amp;gt;!!UNKNOWN!!&amp;lt;/span&amp;gt;]] {{dot}} }} [[DF:Quality#Tattered|&amp;lt;span id=&amp;quot;stub-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|padding:0.2em; border:1px solid #333; {{border radius|2px}} background:#CCCCCC;|text-decoration:none}}; color:#333333&amp;quot;&amp;gt;xTATTEREDx&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Fine|&amp;lt;span id=&amp;quot;fine-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Fine|padding:0.2em; border:1px solid #db8; {{border radius|2px}} background:#FFE0CC|text-decoration:none}}; color:#CA7A02;&amp;quot;&amp;gt;+FINE+&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Superior|&amp;lt;span id=&amp;quot;superior-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Superior|padding:0.2em; border:1px solid #b8f; {{border radius|2px}} background:#e4ccff|text-decoration:none}}; color:#8800cc;&amp;quot;&amp;gt;*SUPERIOR*&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Exceptional|&amp;lt;span id=&amp;quot;exceptional-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Exceptional|padding:0.2em; border:1px solid #9df; {{border radius|2px}} background:#cce4ff|text-decoration:none}}; color:#0088CC;&amp;quot;&amp;gt;≡EXCEPTIONAL≡&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Masterwork|&amp;lt;span id=&amp;quot;masterwork-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Masterwork|padding:0.2em; border:1px solid #bd8; {{border radius|2px}} background:#E2FDCE|text-decoration:none}}; color:#72A329;&amp;quot;&amp;gt;☼MASTERWORK☼&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;noinclude&amp;gt;{{Deletion|Test page no longer needed}}{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Noble&amp;diff=283872</id>
		<title>User:Hairy Dude/Template:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Noble&amp;diff=283872"/>
		<updated>2023-01-05T00:18:00Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: please delete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''{{{noble|Noble}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Room]] requirements&lt;br /&gt;
| style='width: 0.5em; background: #f0f; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Office]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{office|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Bedroom|Quarters]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{quarters|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Dining room]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{dining|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Tomb]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{tomb|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Furniture]] requirements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Chests&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{chests|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Cabinets&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{cabinets|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Weapon racks&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{racks|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Armor stands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{stands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Mandates&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{mandates|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Demands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{demands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Arrival conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{arrival|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{function|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|}{{#ifeq:{{NAMESPACE}}|User||{{Category|Nobles}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Deletion|Test page no longer needed}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
Usage and result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:ArticleVersion&amp;diff=283871</id>
		<title>User:Hairy Dude/Template:ArticleVersion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:ArticleVersion&amp;diff=283871"/>
		<updated>2023-01-05T00:17:32Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: please delete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Deletion|Test page no longer needed}}&lt;br /&gt;
&amp;lt;!-- DO NOT edit this template unless you know very well what you are doing. This template is extremely easy to break. --&amp;gt;&lt;br /&gt;
{{shortcut|template:av}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{&lt;br /&gt;
#vardefine:PAGE|{{{1|{{PAGENAME}}}}}}}{{&lt;br /&gt;
#vardefine:NSID|{{ns-rel-id|{{NAMESPACE}}}}}}{{&lt;br /&gt;
#vardefine:e6|{{#ifexist:Main:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e5|{{#ifexist:DF2014:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e4|{{#ifexist:v0.34:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e3|{{#ifexist:v0.31:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e2|{{#ifexist:40d:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e1|{{#ifexist:23a:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:ecur|{{#var:e6}}}}{{&lt;br /&gt;
#vardefine:emw|{{#ifexist:Masterwork:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:evan|{{#if:{{#var:e6}}{{#var:e5}}{{#var:e4}}{{#var:e3}}{{#var:e2}}{{#var:e1}}|1}}}}{{&lt;br /&gt;
#vardefine:emod|{{#if:{{#var:emw}}|1}}}}{{&lt;br /&gt;
#vardefine:ismod|{{#switch:{{NAMESPACE}}|Masterwork=1}}&lt;br /&gt;
}}{{version links&lt;br /&gt;
|theme={{#switch:{{NAMESPACE}}|=green|Template|Dwarf Fortress Wiki=blue|Masterwork=purple|#default=orange}}&lt;br /&gt;
|r1={{#if:{{#var:evan}}|&lt;br /&gt;
[[{{#ifeq:{{#var:NSID}}|6|*}}{{ns-name|id=6}}:{{PAGENAME}}|v{{current/version}}]]&lt;br /&gt;
[[{{#ifeq:{{#var:NSID}}|5|*}}{{ns-name|id=5}}:{{PAGENAME}}|v{{#switch:{{#var:NSID}}|6|5=0.47.05|0.47}}]]&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|4|*}}{{ns-name|id=4}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|4|0.34.11|0.34}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|3|*}}{{ns-name|id=3}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|3|0.31.25|0.31}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|2|*}}{{ns-name|id=2}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|2|0.28.181.40d|0.28}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|1|*}}{{ns-name|id=1}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|1|0.23.130.23a|0.23}}]]}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--|r2={{#if:{{#var:emod}}|&lt;br /&gt;
{{#if:{{#var:ismod}}||Mods:&amp;amp;nbsp;}}&lt;br /&gt;
[[{{#ifeq:{{NAMESPACE}}|Masterwork|*}}Masterwork:{{PAGENAME}}|Masterwork]]&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
|bottom={{version links/link|DF:V|More Info}}{{dot}} {{version links/link|T:av|V}}&lt;br /&gt;
|center={{#switch:{{NAMESPACE}}|#default=This article is about an '''older version''' of DF.[[category:Obsolete|{{PAGENAME}}]]{{#if:{{#var:ecur}}||[[category:Missing current version|{{PAGENAME}}]]}}|Template=This article is in the template namespace.|Dwarf Fortress Wiki=This article is in the DF wiki namespace.|User|=This article is about the current version of DF.&amp;lt;br&amp;gt;Note that some content may still need to be updated.[[category:Current|{{PAGENAME}}]]|Masterwork=This article is about a '''[[Main:mod|mod]]'''.}}&lt;br /&gt;
}}{{#ifeq:{{lc:{{NAMESPACE}}}}|masterwork|{{mwv}}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Noble&amp;diff=283869</id>
		<title>Template:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Noble&amp;diff=283869"/>
		<updated>2023-01-05T00:12:24Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: spacing (hopefully this fixes extra blank paragraphs appearing in main namespace - could not test in user sandbox as it doesn't reproduce there)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''{{{noble|Noble}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Room]] requirements&lt;br /&gt;
| style='width: 0.5em; background: #f0f; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Office]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{office|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Bedroom|Quarters]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{quarters|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Dining room]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{dining|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Tomb]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{tomb|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Furniture]] requirements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Chests&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{chests|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Cabinets&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{cabinets|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Weapon racks&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{racks|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Armor stands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{stands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Mandates&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{mandates|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Demands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{demands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Arrival conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{arrival|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{function|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|}{{#ifeq:{{NAMESPACE}}|User||{{Category|Nobles}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
Usage and result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:ArticleVersion&amp;diff=283867</id>
		<title>User:Hairy Dude/Template:ArticleVersion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:ArticleVersion&amp;diff=283867"/>
		<updated>2023-01-04T23:58:51Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: hack to make it behave as though it was in main namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- DO NOT edit this template unless you know very well what you are doing. This template is extremely easy to break. --&amp;gt;&lt;br /&gt;
{{shortcut|template:av}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{&lt;br /&gt;
#vardefine:PAGE|{{{1|{{PAGENAME}}}}}}}{{&lt;br /&gt;
#vardefine:NSID|{{ns-rel-id|{{NAMESPACE}}}}}}{{&lt;br /&gt;
#vardefine:e6|{{#ifexist:Main:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e5|{{#ifexist:DF2014:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e4|{{#ifexist:v0.34:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e3|{{#ifexist:v0.31:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e2|{{#ifexist:40d:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e1|{{#ifexist:23a:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:ecur|{{#var:e6}}}}{{&lt;br /&gt;
#vardefine:emw|{{#ifexist:Masterwork:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:evan|{{#if:{{#var:e6}}{{#var:e5}}{{#var:e4}}{{#var:e3}}{{#var:e2}}{{#var:e1}}|1}}}}{{&lt;br /&gt;
#vardefine:emod|{{#if:{{#var:emw}}|1}}}}{{&lt;br /&gt;
#vardefine:ismod|{{#switch:{{NAMESPACE}}|Masterwork=1}}&lt;br /&gt;
}}{{version links&lt;br /&gt;
|theme={{#switch:{{NAMESPACE}}|=green|Template|Dwarf Fortress Wiki=blue|Masterwork=purple|#default=orange}}&lt;br /&gt;
|r1={{#if:{{#var:evan}}|&lt;br /&gt;
[[{{#ifeq:{{#var:NSID}}|6|*}}{{ns-name|id=6}}:{{PAGENAME}}|v{{current/version}}]]&lt;br /&gt;
[[{{#ifeq:{{#var:NSID}}|5|*}}{{ns-name|id=5}}:{{PAGENAME}}|v{{#switch:{{#var:NSID}}|6|5=0.47.05|0.47}}]]&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|4|*}}{{ns-name|id=4}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|4|0.34.11|0.34}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|3|*}}{{ns-name|id=3}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|3|0.31.25|0.31}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|2|*}}{{ns-name|id=2}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|2|0.28.181.40d|0.28}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|1|*}}{{ns-name|id=1}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|1|0.23.130.23a|0.23}}]]}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--|r2={{#if:{{#var:emod}}|&lt;br /&gt;
{{#if:{{#var:ismod}}||Mods:&amp;amp;nbsp;}}&lt;br /&gt;
[[{{#ifeq:{{NAMESPACE}}|Masterwork|*}}Masterwork:{{PAGENAME}}|Masterwork]]&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
|bottom={{version links/link|DF:V|More Info}}{{dot}} {{version links/link|T:av|V}}&lt;br /&gt;
|center={{#switch:{{NAMESPACE}}|#default=This article is about an '''older version''' of DF.[[category:Obsolete|{{PAGENAME}}]]{{#if:{{#var:ecur}}||[[category:Missing current version|{{PAGENAME}}]]}}|Template=This article is in the template namespace.|Dwarf Fortress Wiki=This article is in the DF wiki namespace.|User|=This article is about the current version of DF.&amp;lt;br&amp;gt;Note that some content may still need to be updated.[[category:Current|{{PAGENAME}}]]|Masterwork=This article is about a '''[[Main:mod|mod]]'''.}}&lt;br /&gt;
}}{{#ifeq:{{lc:{{NAMESPACE}}}}|masterwork|{{mwv}}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:ArticleVersion&amp;diff=283865</id>
		<title>User:Hairy Dude/Template:ArticleVersion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:ArticleVersion&amp;diff=283865"/>
		<updated>2023-01-04T23:56:30Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: copy for testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- DO NOT edit this template unless you know very well what you are doing. This template is extremely easy to break. --&amp;gt;&lt;br /&gt;
{{shortcut|template:av}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{&lt;br /&gt;
#vardefine:PAGE|{{{1|{{PAGENAME}}}}}}}{{&lt;br /&gt;
#vardefine:NSID|{{ns-rel-id|{{NAMESPACE}}}}}}{{&lt;br /&gt;
#vardefine:e6|{{#ifexist:Main:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e5|{{#ifexist:DF2014:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e4|{{#ifexist:v0.34:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e3|{{#ifexist:v0.31:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e2|{{#ifexist:40d:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:e1|{{#ifexist:23a:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:ecur|{{#var:e6}}}}{{&lt;br /&gt;
#vardefine:emw|{{#ifexist:Masterwork:{{#var:PAGE}}|1}}}}{{&lt;br /&gt;
#vardefine:evan|{{#if:{{#var:e6}}{{#var:e5}}{{#var:e4}}{{#var:e3}}{{#var:e2}}{{#var:e1}}|1}}}}{{&lt;br /&gt;
#vardefine:emod|{{#if:{{#var:emw}}|1}}}}{{&lt;br /&gt;
#vardefine:ismod|{{#switch:{{NAMESPACE}}|Masterwork=1}}&lt;br /&gt;
}}{{version links&lt;br /&gt;
|theme={{#switch:{{NAMESPACE}}|=green|Template|Dwarf Fortress Wiki=blue|Masterwork=purple|#default=orange}}&lt;br /&gt;
|r1={{#if:{{#var:evan}}|&lt;br /&gt;
[[{{#ifeq:{{#var:NSID}}|6|*}}{{ns-name|id=6}}:{{PAGENAME}}|v{{current/version}}]]&lt;br /&gt;
[[{{#ifeq:{{#var:NSID}}|5|*}}{{ns-name|id=5}}:{{PAGENAME}}|v{{#switch:{{#var:NSID}}|6|5=0.47.05|0.47}}]]&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|4|*}}{{ns-name|id=4}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|4|0.34.11|0.34}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|3|*}}{{ns-name|id=3}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|3|0.31.25|0.31}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|2|*}}{{ns-name|id=2}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|2|0.28.181.40d|0.28}}]]}}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|||[[{{#ifeq:{{#var:NSID}}|1|*}}{{ns-name|id=1}}:{{PAGENAME}}|v{{#ifeq:{{#var:NSID}}|1|0.23.130.23a|0.23}}]]}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--|r2={{#if:{{#var:emod}}|&lt;br /&gt;
{{#if:{{#var:ismod}}||Mods:&amp;amp;nbsp;}}&lt;br /&gt;
[[{{#ifeq:{{NAMESPACE}}|Masterwork|*}}Masterwork:{{PAGENAME}}|Masterwork]]&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
|bottom={{version links/link|DF:V|More Info}}{{dot}} {{version links/link|T:av|V}}&lt;br /&gt;
|center={{#switch:{{NAMESPACE}}|#default=This article is about an '''older version''' of DF.[[category:Obsolete|{{PAGENAME}}]]{{#if:{{#var:ecur}}||[[category:Missing current version|{{PAGENAME}}]]}}|Template=This article is in the template namespace.|Dwarf Fortress Wiki=This article is in the DF wiki namespace.|=This article is about the current version of DF.&amp;lt;br&amp;gt;Note that some content may still need to be updated.[[category:Current|{{PAGENAME}}]]|Masterwork=This article is about a '''[[Main:mod|mod]]'''.}}&lt;br /&gt;
}}{{#ifeq:{{lc:{{NAMESPACE}}}}|masterwork|{{mwv}}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Quality&amp;diff=283864</id>
		<title>User:Hairy Dude/Template:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Quality&amp;diff=283864"/>
		<updated>2023-01-04T23:54:09Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: rm &amp;quot;not main namespace&amp;quot; check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#if:{{#var:quality_displayed}}|[[Category:Pages with multiple quality templates]]|{{#vardefine:quality_displayed|1}}&amp;lt;includeonly&amp;gt;{{#switch:{{NAMESPACE}}|Masterwork|DF2014|v0.34|v0.31|40d|23a|Utility={{Category|ns={{NAMESPACE}}|{{#switch:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|Fine|Superior|Exceptional|Masterwork={{ucfirst:{{lc:{{{1}}}}}}}|#default=Unknown}} Quality Articles|{{PAGENAME}}}}|#default=[[Category:Quality ranks in invalid namespaces|{{PAGENAME}}]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;div style=&amp;quot;margin-top:0.1em; right:10px&amp;quot; class=&amp;quot;topicon&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;&lt;br /&gt;
{{#switch:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|Fine|Superior|Exceptional|Masterwork=|#default=[[DF:Quality#Unknown|&amp;lt;span id=&amp;quot;unknown-quality&amp;quot; style=&amp;quot;padding:.2em; border:1px solid #f00; {{border radius|2px}} background:#ffccaa;text-decoration:none; color:#ff0000&amp;quot;&amp;gt;!!UNKNOWN!!&amp;lt;/span&amp;gt;]] {{dot}} }} [[DF:Quality#Tattered|&amp;lt;span id=&amp;quot;stub-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|padding:0.2em; border:1px solid #333; {{border radius|2px}} background:#CCCCCC;|text-decoration:none}}; color:#333333&amp;quot;&amp;gt;xTATTEREDx&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Fine|&amp;lt;span id=&amp;quot;fine-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Fine|padding:0.2em; border:1px solid #db8; {{border radius|2px}} background:#FFE0CC|text-decoration:none}}; color:#CA7A02;&amp;quot;&amp;gt;+FINE+&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Superior|&amp;lt;span id=&amp;quot;superior-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Superior|padding:0.2em; border:1px solid #b8f; {{border radius|2px}} background:#e4ccff|text-decoration:none}}; color:#8800cc;&amp;quot;&amp;gt;*SUPERIOR*&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Exceptional|&amp;lt;span id=&amp;quot;exceptional-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Exceptional|padding:0.2em; border:1px solid #9df; {{border radius|2px}} background:#cce4ff|text-decoration:none}}; color:#0088CC;&amp;quot;&amp;gt;≡EXCEPTIONAL≡&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Masterwork|&amp;lt;span id=&amp;quot;masterwork-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Masterwork|padding:0.2em; border:1px solid #bd8; {{border radius|2px}} background:#E2FDCE|text-decoration:none}}; color:#72A329;&amp;quot;&amp;gt;☼MASTERWORK☼&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;}}&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Quality&amp;diff=283863</id>
		<title>User:Hairy Dude/Template:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Quality&amp;diff=283863"/>
		<updated>2023-01-04T23:53:45Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: copy for testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ifeq:{{NAMESPACE}}|||{{#if:{{#var:quality_displayed}}|[[Category:Pages with multiple quality templates]]|{{#vardefine:quality_displayed|1}}&amp;lt;includeonly&amp;gt;{{#switch:{{NAMESPACE}}|Masterwork|DF2014|v0.34|v0.31|40d|23a|Utility={{Category|ns={{NAMESPACE}}|{{#switch:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|Fine|Superior|Exceptional|Masterwork={{ucfirst:{{lc:{{{1}}}}}}}|#default=Unknown}} Quality Articles|{{PAGENAME}}}}|#default=[[Category:Quality ranks in invalid namespaces|{{PAGENAME}}]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;div style=&amp;quot;margin-top:0.1em; right:10px&amp;quot; class=&amp;quot;topicon&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;&lt;br /&gt;
{{#switch:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|Fine|Superior|Exceptional|Masterwork=|#default=[[DF:Quality#Unknown|&amp;lt;span id=&amp;quot;unknown-quality&amp;quot; style=&amp;quot;padding:.2em; border:1px solid #f00; {{border radius|2px}} background:#ffccaa;text-decoration:none; color:#ff0000&amp;quot;&amp;gt;!!UNKNOWN!!&amp;lt;/span&amp;gt;]] {{dot}} }} [[DF:Quality#Tattered|&amp;lt;span id=&amp;quot;stub-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Tattered|padding:0.2em; border:1px solid #333; {{border radius|2px}} background:#CCCCCC;|text-decoration:none}}; color:#333333&amp;quot;&amp;gt;xTATTEREDx&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Fine|&amp;lt;span id=&amp;quot;fine-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Fine|padding:0.2em; border:1px solid #db8; {{border radius|2px}} background:#FFE0CC|text-decoration:none}}; color:#CA7A02;&amp;quot;&amp;gt;+FINE+&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Superior|&amp;lt;span id=&amp;quot;superior-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Superior|padding:0.2em; border:1px solid #b8f; {{border radius|2px}} background:#e4ccff|text-decoration:none}}; color:#8800cc;&amp;quot;&amp;gt;*SUPERIOR*&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Exceptional|&amp;lt;span id=&amp;quot;exceptional-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Exceptional|padding:0.2em; border:1px solid #9df; {{border radius|2px}} background:#cce4ff|text-decoration:none}}; color:#0088CC;&amp;quot;&amp;gt;≡EXCEPTIONAL≡&amp;lt;/span&amp;gt;]] {{dot}} [[DF:Quality#Masterwork|&amp;lt;span id=&amp;quot;masterwork-quality&amp;quot; style=&amp;quot;{{#ifeq:{{ucfirst:{{lc:{{{1}}}}}}}|Masterwork|padding:0.2em; border:1px solid #bd8; {{border radius|2px}} background:#E2FDCE|text-decoration:none}}; color:#72A329;&amp;quot;&amp;gt;☼MASTERWORK☼&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;}}}}&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Noble&amp;diff=283859</id>
		<title>User:Hairy Dude/Template:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hairy_Dude/Template:Noble&amp;diff=283859"/>
		<updated>2023-01-04T23:34:31Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: copy for testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''{{{noble|Noble}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Room]] requirements&lt;br /&gt;
| style='width: 0.5em; background: #f0f; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Office]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{office|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Bedroom|Quarters]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{quarters|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Dining room]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{dining|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Tomb]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{tomb|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Furniture]] requirements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Chests&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{chests|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Cabinets&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{cabinets|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Weapon racks&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{racks|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Armor stands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{stands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Mandates&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{mandates|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Demands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{demands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Arrival conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{arrival|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{function|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|}{{#ifeq:{{NAMESPACE}}|User||{{Category|Nobles}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
Usage and result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Noble&amp;diff=283858</id>
		<title>Template:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Noble&amp;diff=283858"/>
		<updated>2023-01-04T23:32:43Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''{{{noble|Noble}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Room]] requirements&lt;br /&gt;
| style='width: 0.5em; background: #f0f; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Office]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{office|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Bedroom|Quarters]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{quarters|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Dining room]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{dining|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Tomb]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{tomb|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Furniture]] requirements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Chests&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{chests|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Cabinets&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{cabinets|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Weapon racks&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{racks|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Armor stands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{stands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Mandates&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{mandates|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Demands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{demands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Arrival conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{arrival|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{function|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|}{{#ifeq:{{NAMESPACE}}|User||{{Category|Nobles}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
Usage and result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metal&amp;diff=254394</id>
		<title>Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metal&amp;diff=254394"/>
		<updated>2020-08-11T01:54:00Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Alloys */ &amp;quot;silver ore&amp;quot; -&amp;gt; &amp;quot;silver bars&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:03, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:metal_types.jpg|thumb|300px|right|Different types of pure metals.]]'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars''' of pure metal. (One [[adamantine|special metal]] becomes wafers instead of bars.) The metal bars resulting from [[smelting]] are used to make items such as [[weapon]]s, [[armor]], [[furniture]], and [[crafts]] at a [[Metalsmith's forge|forge]].&lt;br /&gt;
&lt;br /&gt;
Metals may sometimes be combined to form an '''alloy''' metal ([[#Alloys|see below]]), which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]].&lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are eleven pure metals in ''Dwarf Fortress'' (plus a twelfth [[Adamantine|special metal]]).  Many of these can be mixed together to create another fourteen '''alloys''' of one type or another.  In some cases, making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or [[Wealth|created wealth]]. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the table below.)&lt;br /&gt;
&lt;br /&gt;
There are many uses for alloys:&lt;br /&gt;
* Increased performance for armor or weapons.&lt;br /&gt;
* Increased value (particularly when a silver-bearing ore is substituted for silver)&lt;br /&gt;
* Stretching your supply of scarce metals.&lt;br /&gt;
* Creating items with distinct colors (for instance, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics).&lt;br /&gt;
* Increasing [[thought|happiness]] or perceived [[room]] value for a dwarf who particularly likes a given alloy.&lt;br /&gt;
* Decreased [[fuel]] consumption if making the alloy directly from ores (e.g. [[bronze]] requires only one smelter task to make 8 bars from 2 stones of ore).&lt;br /&gt;
&lt;br /&gt;
The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.  However, the number of bars produced from smelting ores is four times greater (X ores in = 4X bars out).&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure metals===&lt;br /&gt;
&lt;br /&gt;
{{v0.34 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native aluminum]]|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=[[Bismuthinite]]|notes=Only useful for alloying into [[bismuth bronze]]|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&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=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Native gold]]|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&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=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Galena]]|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Garnierite]]|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&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=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Cassiterite]]|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Sphalerite]]|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Source Ore(s)''' indicates the specific ores that can provide a metal. If production of the metal is not guaranteed, a percent chance is indicated following the ore.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference in material value between the metal and the ore, separated with commas in cases where multiple ore values differ. Also keep in mind that multiple bars are produced for each ore boulder smelted, increasing the value difference even further.&lt;br /&gt;
::'''*''' - Values marked with an asterisk denote ores that can yield multiple metals. On average, the expected difference in value from smelting [[tetrahedrite]] is +1 and [[galena]] is +2.&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{v0.34 alloy metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Silver]]&amp;lt;br&amp;gt; + [[Copper]]|notes= see note 1) |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 [[Tin]]&amp;lt;br&amp;gt;+ 2 [[Copper]]&amp;lt;br&amp;gt; + 1 [[Bismuth]]*|notes=Can be used to forge all weapons, armor, ammunition, and picks. Also see note 2)|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 [[Copper]]&amp;lt;br&amp;gt; + 1 [[Silver]]&amp;lt;br&amp;gt; + 1 [[Gold]]*|notes=Unique color|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Zinc]]&amp;lt;br&amp;gt; + [[Copper]]|notes=Value difference is +4.5 if [[tetrahedrite]] is used instead of [[copper]]|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]]&amp;lt;br&amp;gt; + [[Copper]]|notes= see note 2) |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Silver]]&amp;lt;br&amp;gt; + [[Gold]]|notes= see note 3) |soliddensity=14.905|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 [[Tin]]&amp;lt;br&amp;gt; + 1 [[Copper]]|notes=Value difference is +2.75 if [[tetrahedrite]] is used instead of [[copper]]|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 [[Tin]]&amp;lt;br&amp;gt;+ 1 [[Copper]]&amp;lt;br&amp;gt;+ 1 [[Lead]]*|notes=Unique color|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 [[Nickel]]&amp;lt;br&amp;gt;+ 1 [[Copper]]&amp;lt;br&amp;gt;+ 1 [[Zinc]]*|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]]&amp;lt;br&amp;gt;+ [[flux]] stone&amp;lt;br&amp;gt;+ [[fuel]]*|notes=Only used to make [[steel]]|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 [[Gold]]&amp;lt;br&amp;gt;+ 1 [[Copper]]*|notes=Unique color|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]]&amp;lt;br&amp;gt; + [[Pig iron]]&amp;lt;br&amp;gt;+ [[flux]] stone&amp;lt;br&amp;gt;+ [[fuel]]*|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 [[Silver]]&amp;lt;br&amp;gt;+ 1  [[Copper]]* |notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 [[Tin]]&amp;lt;br&amp;gt;+ 1 [[Copper]]|notes=Value difference is +1.67 if [[tetrahedrite]] is used instead of [[copper]]|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
; Notes:&lt;br /&gt;
: 1) '''Billon''' can be made with [[tetrahedrite]] or [[galena]] ore (instead of [[silver]] bars) for increased value: (Copper ore + Tetrahedrite: +3.5; Tetrahedrite + Tetrahedrite: +3; Copper ore + Galena: + 2.5; Tetrahedrite + Galena: + 2). &lt;br /&gt;
&lt;br /&gt;
: 2) Standard '''bronze''' can be used to forge all weapons, armor, ammunition, and picks. Value difference is +2.5 if [[tetrahedrite]] is used instead of [[copper]].  For all combat purposes, for all weapons and armor, standard bronze and '''bismuth bronze''' have identical properties, and only differ in [[value]] and the [[Color#Material by color|color]] of items created.&lt;br /&gt;
&lt;br /&gt;
: 3) '''Electrum''' can be made with [[tetrahedrite]] or [[galena]] ore (instead of [[silver]] bars) for increased value: (Gold + Tetrahedrite: +3.5; Gold + Galena: +2.5).&lt;br /&gt;
&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include any [[fuel]] necessary to operate the smelter.  See the article for that alloy or [[smelting]] for possible alternatives.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - ''You can use only [[bar]]s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average [[value]] of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. Note that substituting tetrahedrite for copper ore always results in a value decrease, while substituting tetrahedrite or galena for silver bars always results in a value increase.&lt;br /&gt;
&lt;br /&gt;
===Special metals===&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{v0.34 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes= (see&amp;lt;br&amp;gt;below)&lt;br /&gt;
&lt;br /&gt;
|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Divine metal|color={{Tile|≡|7:0}}{{Tile|‼|0:0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:0:1&amp;lt;/span&amp;gt;|source=none|notes= (see&amp;lt;br&amp;gt;below)&lt;br /&gt;
|react=|soliddensity=1|val=300|valinc=|mp=none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
'''Adamantine''' * cannot be smelted directly, and must be [[Strand extractor|extracted]] first.&lt;br /&gt;
* Can be used to forge anything except beds&lt;br /&gt;
* Blades are 10x sharper than standard metals&lt;br /&gt;
* Too light to make effective blunt weapons despite nearly unsurpassed yield and fracture values.&lt;br /&gt;
&lt;br /&gt;
'''Divine metal''' has procedurally generated (i.e. semi-random) names associated with [[deity|deities]].&lt;br /&gt;
* Blades are 1.2x sharper than standard metals&lt;br /&gt;
* Absurdly strong yield and fracture values allow even blunt weapons of this light material to be dangerous&lt;br /&gt;
* Overall stats make it stronger than steel but weaker than adamantine.&lt;br /&gt;
&lt;br /&gt;
== Weapon and armor quality ==&lt;br /&gt;
&lt;br /&gt;
:''Note: all of the testing and results in this section are from version 0.31. Results may be out of date.''&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=Can be used to forge anything except [[bed]]s &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|color={{Tile|/|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0:1&amp;lt;/span&amp;gt;|source=[[Vault]]s|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=1.0|val=300|valinc=N/A|mp=none|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=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|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=Can be used to forge all weapons, armor, ammunition, and picks|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=Can be used to forge all weapons, armor, ammunition, and picks|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=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|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=Can be used to forge all weapons, armor, ammunition, and picks|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;
&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=Can be used to forge melee weapons and ammunition|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;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the [[material science|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 more force, light weapons tend to have less penetration. Denser armor absorbs more force from being transmitted through it as well, though low elasticity is much more reliable protection. 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 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''': 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 raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
*:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&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;
So...&lt;br /&gt;
:Explanations!&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 ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to ''Dwarf Fortress'' Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
===Preliminary Combat Testing &amp;amp; Analysis===&lt;br /&gt;
&lt;br /&gt;
For edged weapons and armour, adamantine and steel take first and second place respectively, with iron the third best material in the game. Beyond this, bronze is in a close tie with copper  the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry.&lt;br /&gt;
&lt;br /&gt;
For blunt weapons, all of the standard materials (except adamantine) perform respectably well, with a very slight edge towards steel and silver. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind how unbelievably complicated this system is; nothing here should be taken as word of law. These results also ignore the impact of the ''weight'' of equipment on your dwarves. Dwarves, especially weak ones without high [[Combat skill#Equipment_skills|Armor User]] skill, will move much more slowly when wearing heavy armor and carrying heavy weapons and ammunition. This may be a more important consideration than a marginal improvement in protection.&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.  For 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 ([[artifact]] only)&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.&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;
==See also==&lt;br /&gt;
*Some [[User:Shinziril#Weapons_and_Armor|outstanding research]] on armor vs. different weapon types by Shinziril.&lt;br /&gt;
*[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;
{{Translation&lt;br /&gt;
| dwarven = kel&lt;br /&gt;
| elvish  = lethi&lt;br /&gt;
| goblin  = snusm&lt;br /&gt;
| human   = rigu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals|0}}{{Category|Materials}}&lt;br /&gt;
[[ru:DF2012:Metal]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=254393</id>
		<title>Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tetrahedrite&amp;diff=254393"/>
		<updated>2020-08-10T23:50:49Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: by my calculation 0 bars and 1 bar are both 40.96% probability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Tetrahedrite''' is an incredibly common [[ore]] of both [[copper]] and [[silver]]. [[Smelter|Smelting]] tetrahedrite will produce 4 copper [[bar]]s and 0-4 silver [[bar]]s*. On average, each nugget of tetrahedrite will produce less than one bar of silver when smelted.&lt;br /&gt;
&lt;br /&gt;
: (* There is a separate 20% chance for each of the 4 silver bars being produced. This works out to be an &amp;lt;u&amp;gt;average&amp;lt;/u&amp;gt; of around .8 silver bars each time a unit of tetrahedrite is smelted, with &amp;quot;no bars&amp;quot; or &amp;quot;1 bar&amp;quot; being equally common (around 41% of the time), 2 bars not uncommon, and 3 or 4 uncommon but not impossible.)&lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can also be used in [[alloy]] reactions requiring either a copper-bearing ore or a silver-bearing ore, but will only be used as a ''silver'' ore if no other silver ores are available. Two tetrahedrite nuggets can be smelted together as a copper-bearing ore and a silver-bearing ore to make eight [[billon]] bars for a roughly 70% increase in value compared to smelting the nuggets independently.&lt;br /&gt;
&lt;br /&gt;
When using tetrahedrite as a copper-bearing ore, it's often best to smelt it into bars first and then use those copper bars to create the alloy. This allows you to produce some [[silver]] bars in addition to the bars of alloy, but does require additional [[fuel]] and time. A clear exception to this is when producing [[billon]] from two tetrahedrite nuggets, when the benefits of using tetrahedrite as a silver-bearing ore outweigh the drawbacks of using tetrahedrite as a copper-bearing ore.&lt;br /&gt;
&lt;br /&gt;
[[File:Tetrahedrite-Chalcopyrite-Sphalerite-251531.jpg|thumb|300px|center|Tetrahedrite crystals with chalcopyrite and sphalerite crystals (size: 8.2 x 6.4 x 4.7 cm)]]&lt;br /&gt;
&lt;br /&gt;
==Understanding the value chain==&lt;br /&gt;
A single tetrahedrite boulder (seen in-game as simply &amp;quot;tetrahedrite&amp;quot;, laying on the floor as a byproduct of [[miner|mining]]) has a [[Item value|value]] of 9 (3 for being a stone boulder, times 3 for it being tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
This boulder can be smelted into 4 bars of copper, each having a value of 10 (5 for being bars, times 2 for them being made of copper), for a total of 40, and a random amount of 0 to 4 bars of silver (mean being 0.8), each having a value of 50 (5 for being bars, times 10 for them being made of silver). So each single tetrahedrite boulder gives you a (mean) value of 80 in copper and silver bars.&lt;br /&gt;
&lt;br /&gt;
Each bar can be then [[Forge|forged]] into items, like a [[battle axe]]. A copper battle axe will have a value of 68 (34 for being a battle axe, times 2 for being made of copper), thus the original tetrahedrite boulder will yield a total value of 544 (272 from the 4 copper battle axes, plus 272 as a mean of the possible silver battle axes, each worth 340). And this can be multiplied up to 12x since battle axes have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flask&amp;diff=254392</id>
		<title>Flask</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flask&amp;diff=254392"/>
		<updated>2020-08-10T22:55:06Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: use standard table styling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:39, 8 January 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flasks''' are containers used by your dwarves to carry alcohol or water while hunting or on military duty.  There are actually three different items which fall under this definition:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Material !! Worker !! Workshop&lt;br /&gt;
|-&lt;br /&gt;
| Flask || [[Metal]] || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|-&lt;br /&gt;
| Waterskin || [[Leather]] || [[Leatherworker]] || [[Leather works]]&lt;br /&gt;
|-&lt;br /&gt;
| Vial || [[Glass]] || [[Glassmaker]] || [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A single job creates three flasks, waterskins or vials.&lt;br /&gt;
&lt;br /&gt;
Flasks and waterskins are functionally equivalent. Vials can be used as flasks or waterskins, and are also used to make [[extracts]]; however, soldiers will sometimes choose to use filled vials to store drinks.{{bug|3116}} Flasks and waterskins ''cannot'' be used to make extracts.&lt;br /&gt;
&lt;br /&gt;
Flasks can hold up to three units of alcohol or water. Alcohol is preferable to water, as it prevents unhappy thoughts and doesn't freeze in low temperatures. Soldiers can be told how to fill their flasks from the {{k|m}}ilitary interface - s{{k|u}}pplies.&lt;br /&gt;
&lt;br /&gt;
When not in use, flasks will be stored in finished goods stockpiles.&lt;br /&gt;
&lt;br /&gt;
[[File:flask_types.png|thumb|300px|center|A flask, waterskin and vial respectively.]]&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
To drink from a waterskin/flask, hit {{k|e}} and choose &amp;quot;water&amp;quot; (or whatever you filled it with). To fill it, stand next to a water source, {{k|shift}}+{{k|i}}nteract with the flask and choose &amp;quot;fill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When in adventurer mode, the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but doesn't quench thirst or melt from this action. The ice can, however, be melted using a [[campfire]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Flask]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crime&amp;diff=254389</id>
		<title>Crime</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crime&amp;diff=254389"/>
		<updated>2020-08-10T21:55:34Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: snap double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Justice]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=254356</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=254356"/>
		<updated>2020-08-08T04:44:35Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: bolt quantities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}&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.]]A '''weapon''', in the sense described on this page, is any object 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;
From another point of view, there are four categories: slashing, piercing, crushing, and 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 may prevent the cutting, converting strikes into weaker blunt damage.&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 apparently 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 large, blunt mass, putting dents in 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 take the form of 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, giving their wielder further leverage on the target. &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. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. &lt;br /&gt;
&lt;br /&gt;
(* of whatever material the ranged weapon is constructed from)&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 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 (and currently poorly understood) 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, so this &amp;quot;superior metal order&amp;quot; can be considered when choosing both slashing/piercing weapons and armor.&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;
Blunt weapons do not follow this rule, and instead use a &amp;quot;heavier is better&amp;quot; rule. See below.&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. 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 axe&lt;br /&gt;
* other choices: short sword, any mace&lt;br /&gt;
&lt;br /&gt;
A slashing weapon can (if lucky) take a head, with predictable results, but it more easily can take a limb, which also stuns the target, which then allows that quick killing blow we are looking for. One two, one two. 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! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice.  (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. Maces &amp;quot;pulp&amp;quot; a soft target better than a war hammer.&lt;br /&gt;
&lt;br /&gt;
Piercing weapons (spears, picks, crossbows) can hit a vital organ if lucky, but otherwise are slow to cripple, which is what we're looking for. Crossbows, however, can often get several shots in before the enemy closes to melee range, so the odds are good they'll still do their job before things get personal.&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: steel pick, any warhammer (for non-chain armor) or mace (for chain armor)&lt;br /&gt;
&lt;br /&gt;
Piercing weapons (spears, picks) have a very small point of penetration against armor, making them the best, especially against solid armor like [[Armor|breastplate]]s or [[helm]]s, etc. A lucky hit on a vital organ ends the fight. It's always preferred that any piercing weapon be of a &amp;quot;superior metal&amp;quot; to the target's 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 almost 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.&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.&lt;br /&gt;
&lt;br /&gt;
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate.&lt;br /&gt;
&lt;br /&gt;
==== vs. [[undead]] ====&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any mace (silver or steel ''slightly'' preferable)&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 and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.&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.&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 warhammer/mace, steel axe (depending)&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, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, so the &amp;quot;stun and kill&amp;quot; strategy won't work on them. Some are still flesh and blood, and you can slash off everything until they are helpless, but some are made from some material that may be very difficult to slash at.* That leaves chipping away at the target until they collapse from cumulative damage, which means either breaking everything (mace), or penetrating a LOT of armor (warhammer). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the &amp;quot;superior metal&amp;quot; rule goes ''strongly'' in effect there - bronze/iron or (better) steel for them.&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;
It's not(?) impossible that ranged attacks ''might'' get lucky, depending on the specifics of the target - if you're desperate, sure, can't hurt, but don't expect a lot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Final verdict ====&lt;br /&gt;
Now, all that said, overall, if you had to choose one &amp;quot;best&amp;quot; weapon, it would probably have to be... the &amp;lt;/u&amp;gt;mace&amp;lt;/u&amp;gt;. Breaks bones to stun unarmored opponents, barely slowed by chain armor, deforms heavy armor, pulps undead, serviceable against most megabeasts. Any metal for the first three categories, but (just to be safe) steel for the last.&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/bronze &amp;gt; copper &amp;gt; silver) for use against armor, if/when you meet that. Crushing weapons (in order: mace, hammer, 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 game code, 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. &lt;br /&gt;
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.&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). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - 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 metala (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 more force, 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. 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 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 second place respectively, with [[iron]] the third best material in the game, 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 nothing 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{{Bug|535}}&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;
==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>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ethic&amp;diff=254355</id>
		<title>Ethic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ethic&amp;diff=254355"/>
		<updated>2020-08-08T01:40:52Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Ethic types */ expand &amp;quot;histfigs&amp;quot; (ugh)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:42, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]]. (In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.)&lt;br /&gt;
&lt;br /&gt;
Some ethics also affect [[fortress mode]] features, such as [[justice]], or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
In the [[raw file]]s for entities, ethics appear as follows:&lt;br /&gt;
 [ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
&lt;br /&gt;
This means that the entity will treat lying as a personal matter. More technically, the value of its LYING ethic is set to PERSONAL_MATTER.&lt;br /&gt;
&lt;br /&gt;
== Ethic types ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ASSAULT}}&lt;br /&gt;
| The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_SAPIENT_KILL}}&lt;br /&gt;
| This determines if the race will sometimes devour defeated enemy combatants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_SAPIENT_OTHER}}&lt;br /&gt;
| This includes whether or not a race is willing to butcher other sapients.  &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ANIMAL}}&lt;br /&gt;
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &amp;amp;mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL]. If the civ will sell those animal products (because civ token), they will be marked as &amp;quot;grown&amp;quot; (example grown leather).&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ENEMY}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ENTITY_MEMBER}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.  Determines whether and how often entity members will be murdered. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_NEUTRAL}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode, and the creature will also demand that strangers identify themselves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_PLANT}}&lt;br /&gt;
| This includes a race's position towards wood &amp;amp;mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for &amp;quot;grown&amp;quot; wooden objects) in trade, and also prohibits them from bringing caravan [[wagon]]s. Caravans will sell grown wood objects (if the civ has WOOD_PREF) and even grown non-wood objects but that elves refuse to buy (if the civ uses misc processed wood products). &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LYING}}&lt;br /&gt;
| Giving false witness reports?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_ANIMAL}}&lt;br /&gt;
| This determines whether animal kills in world-gen will lead to characters with trophies.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_SAME_RACE}}&lt;br /&gt;
| This determines whether kills of one's own race in world-gen will lead to characters with trophies. Historical figures can go to your fortress with jewellery of leather, tooth, hair, bone or nail from their race, even INTELLIGENT. Example: goblin with -goblin tooth ring-.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_SAPIENT}}&lt;br /&gt;
| This determines whether kills of other sapients in world-gen will lead to characters with trophies. Like previous, but about other races, including INTELLIGENT.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OATH_BREAKING}}&lt;br /&gt;
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAVERY}}&lt;br /&gt;
|Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THEFT}}&lt;br /&gt;
| This determines whether the race will try to steal goods.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_AS_EXAMPLE}}&lt;br /&gt;
|Civilization will sometimes execute non-combatants after defeating enemy defenders.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_FOR_FUN}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_FOR_INFORMATION}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREASON}}&lt;br /&gt;
| Protects position-holders from being murdered like everyone else – the reason that demon overlords of goblins manage to live for centuries, despite goblins' regard of killing each other as being a personal matter.  &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRESPASSING}}&lt;br /&gt;
| Ignoring burrow restrictions {{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VANDALISM}}&lt;br /&gt;
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethic values==&lt;br /&gt;
As used internally (see below), roughly in order of acceptability:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Num !! Token&lt;br /&gt;
|-&lt;br /&gt;
| 0 || {{text anchor|NOT_APPLICABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{text anchor|ACCEPTABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{text anchor|PERSONAL_MATTER}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{text anchor|MISGUIDED}}&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{text anchor|SHUN}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{text anchor|APPALLING}}&lt;br /&gt;
|-&lt;br /&gt;
| 11 || {{text anchor|PUNISH_REPRIMAND}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{text anchor|PUNISH_SERIOUS}}&lt;br /&gt;
|-&lt;br /&gt;
| 13 || {{text anchor|PUNISH_EXILE}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{text anchor|PUNISH_CAPITAL}}&lt;br /&gt;
|-&lt;br /&gt;
| 15 || {{text anchor|UNTHINKABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || {{text anchor|REQUIRED}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethic value numbers in relation to each other==&lt;br /&gt;
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.&lt;br /&gt;
If an entity's accumulated animosity towards another passes a certain threshold (determined by the ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.&lt;br /&gt;
&lt;br /&gt;
In general, entities react much more strongly to actions that violate ''their'' taboos than to the outlawing of their customs in other civilisations.&lt;br /&gt;
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.&lt;br /&gt;
* Civ A will consider Civ B most unreasonable (&amp;amp;minus;5) for executing people over such a non-issue.&lt;br /&gt;
* Civ B will be shocked and disgusted (&amp;amp;minus;15) that Civ A engages in such a debased activity.&lt;br /&gt;
* The end result is mutual negativity. However, Civ B is 3&amp;amp;times; ''more'' offended, and much more likely to go to war over the issue &amp;amp;mdash; assuming, of course, they think they have a chance of winning.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=2 colspan=2 | &amp;amp;nbsp;&lt;br /&gt;
! colspan=16  | TARGET&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=16 | {{rotate|OBSERVER}} &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}&lt;br /&gt;
|-&lt;br /&gt;
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}&lt;br /&gt;
|-&lt;br /&gt;
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}&lt;br /&gt;
|-&lt;br /&gt;
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}&lt;br /&gt;
|-&lt;br /&gt;
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}&lt;br /&gt;
|-&lt;br /&gt;
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}&lt;br /&gt;
|-&lt;br /&gt;
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}&lt;br /&gt;
|-&lt;br /&gt;
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}&lt;br /&gt;
|-&lt;br /&gt;
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].&lt;br /&gt;
&lt;br /&gt;
== Ethics of vanilla civilizations ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Issue&lt;br /&gt;
! Mountain&amp;lt;br&amp;gt;(dwarf)&lt;br /&gt;
! Forest&amp;lt;br&amp;gt;(elf)&lt;br /&gt;
! Plains&amp;lt;br&amp;gt;(human)&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;(goblin)&lt;br /&gt;
! Skulking&amp;lt;br&amp;gt;(kobold)&lt;br /&gt;
|-&lt;br /&gt;
| Killing member of the same entity&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Justified with extreme reason&lt;br /&gt;
| Justified with good reason&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Exile&lt;br /&gt;
|-&lt;br /&gt;
| Killing neutral sapient&lt;br /&gt;
| Only if sanctioned&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Justified if no repercussions&lt;br /&gt;
| Required&lt;br /&gt;
| Required&lt;br /&gt;
|-&lt;br /&gt;
| Killing enemy&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Required&lt;br /&gt;
| Required&lt;br /&gt;
|-&lt;br /&gt;
| Killing animal&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Justified in self-defence&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Killing plant&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Torture as example&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Torture for information&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Misguided&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Torture for fun&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Appalling&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Torture of animals&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Shunned&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Treason&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Oathbreaking&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Lying&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Exile&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Vandalism&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Trespassing&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Theft&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| Slavery&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Eating sapients&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Eating sapients (that have been killed in battle)&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from a corpse of the same race&lt;br /&gt;
| Appalling&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from a corpse of another sapient race&lt;br /&gt;
| Shunned&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from the corpse of an animal&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Animal people]] currently have the same ethics as [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Ethic]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Render_fat&amp;diff=254354</id>
		<title>Render fat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Render_fat&amp;diff=254354"/>
		<updated>2020-08-07T23:32:08Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: oops, typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tallow]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Render_fat&amp;diff=254353</id>
		<title>Render fat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Render_fat&amp;diff=254353"/>
		<updated>2020-08-07T23:31:48Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: fix double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cw:Tallow]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flux&amp;diff=254332</id>
		<title>Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flux&amp;diff=254332"/>
		<updated>2020-08-07T04:12:51Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* See also */ rm unnecessary indentation (it's also invalid markup)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:02, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Stone]]s which are classified as '''flux''' materials can be used in the creation of [[pig iron]] and [[steel]] at a [[smelter]]. All flux has a material [[value]] of 2, which is twice that of common stone (material value 1), making it preferable for [[workshop]]s, [[construction]], and almost all stone products.  ''(Only [[obsidian]] and some higher-value [[ore]]s have a higher material value for stonework.)''&lt;br /&gt;
&lt;br /&gt;
Note that [[block]]s made out of flux materials ''cannot'' be used in the production of pig iron or steel.&lt;br /&gt;
&lt;br /&gt;
The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:* {{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}} [[Calcite]] &lt;br /&gt;
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
:* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} [[Dolomite]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
&lt;br /&gt;
All flux stones form [[layer]]s (which are marked on the embark screen as &amp;quot;Flux Layer(s)&amp;quot;) except for [[calcite]], which exists as small clusters within other flux layers. Whether or not a site has flux can be determined from the pre-embark screen. [[Limestone]], [[dolomite]] and [[chalk]] form [[sedimentary_layer|sedimentary layers]], which can have large deposits of [[iron]]-bearing ore. [[Marble]] is a [[metamorphic layer]], so it can be found within almost any [[biome]]; notably, marble can be found in the same biome as [[igneous extrusive layer]]s (i.e. near [[volcano]]es), unlike sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
=== Trading for flux ===&lt;br /&gt;
&lt;br /&gt;
If your map has no flux on it (which is a common situation), then you can request it from the [[dwarf|dwarven]] traders (assuming the traders have access to flux, which is not guaranteed*). Make sure you order (flux material) ''stone'', which is in the material section, since you can't use flux'' blocks'' to create steel.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you are able to bring flux stone at [[embark]], you will be able to request it from the [[caravan]] in meetings with the [[liaison]] (as with pretty much everything else), but they aren't likely to bring much, generally 3 or 4 stones of each type. Your [[steel]] industry may be better served by requesting steel bars directly or by buying up everything they have that's made of steel, especially toys, instruments, and crafts, and [[DF2012:Melt item | melting]] it all down.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
* [[Pig iron]]&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Flux]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Scepter&amp;diff=254331</id>
		<title>Scepter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Scepter&amp;diff=254331"/>
		<updated>2020-08-06T23:16:15Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: snap double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Finished goods#Crafts]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Traction_bench&amp;diff=254330</id>
		<title>Traction bench</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Traction_bench&amp;diff=254330"/>
		<updated>2020-08-06T21:11:30Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: fix capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[CV:Health care#Traction benches]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=254326</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=254326"/>
		<updated>2020-08-06T19:12:07Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Combat testing */ wikitable is better than prettytable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}&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.]]A '''weapon''', in the sense described on this page, is any object 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) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts) 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;
From another point of view, there are four categories: slashing, piercing, crushing, and 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 may prevent the cutting, converting strikes into weaker blunt damage.&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 apparently 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 large, blunt mass, putting dents in 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 take the form of 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, giving their wielder further leverage on the target. &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. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. &lt;br /&gt;
&lt;br /&gt;
(* of whatever material the ranged weapon is constructed from)&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 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 (and currently poorly understood) 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, so this &amp;quot;superior metal order&amp;quot; can be considered when choosing both slashing/piercing weapons and armor.&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;
Blunt weapons do not follow this rule, and instead use a &amp;quot;heavier is better&amp;quot; rule. See below.&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. 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 axe&lt;br /&gt;
* other choices: short sword, any mace&lt;br /&gt;
&lt;br /&gt;
A slashing weapon can (if lucky) take a head, with predictable results, but it more easily can take a limb, which also stuns the target, which then allows that quick killing blow we are looking for. One two, one two. 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! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice.  (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. Maces &amp;quot;pulp&amp;quot; a soft target better than a war hammer.&lt;br /&gt;
&lt;br /&gt;
Piercing weapons (spears, picks, crossbows) can hit a vital organ if lucky, but otherwise are slow to cripple, which is what we're looking for. Crossbows, however, can often get several shots in before the enemy closes to melee range, so the odds are good they'll still do their job before things get personal.&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: steel pick, any warhammer (for non-chain armor) or mace (for chain armor)&lt;br /&gt;
&lt;br /&gt;
Piercing weapons (spears, picks) have a very small point of penetration against armor, making them the best, especially against solid armor like [[Armor|breastplate]]s or [[helm]]s, etc. A lucky hit on a vital organ ends the fight. It's always preferred that any piercing weapon be of a &amp;quot;superior metal&amp;quot; to the target's 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 almost 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.&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.&lt;br /&gt;
&lt;br /&gt;
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate.&lt;br /&gt;
&lt;br /&gt;
==== vs. [[undead]] ====&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any mace (silver or steel ''slightly'' preferable)&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 and steel weigh slightly more than iron/bronze/copper, but they are all very similar here.&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.&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 warhammer/mace, steel axe (depending)&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, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, so the &amp;quot;stun and kill&amp;quot; strategy won't work on them. Some are still flesh and blood, and you can slash off everything until they are helpless, but some are made from some material that may be very difficult to slash at.* That leaves chipping away at the target until they collapse from cumulative damage, which means either breaking everything (mace), or penetrating a LOT of armor (warhammer). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the &amp;quot;superior metal&amp;quot; rule goes ''strongly'' in effect there - bronze/iron or (better) steel for them.&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;
It's not(?) impossible that ranged attacks ''might'' get lucky, depending on the specifics of the target - if you're desperate, sure, can't hurt, but don't expect a lot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Final verdict ====&lt;br /&gt;
Now, all that said, overall, if you had to choose one &amp;quot;best&amp;quot; weapon, it would probably have to be... the &amp;lt;/u&amp;gt;mace&amp;lt;/u&amp;gt;. Breaks bones to stun unarmored opponents, barely slowed by chain armor, deforms heavy armor, pulps undead, serviceable against most megabeasts. Any metal for the first three categories, but (just to be safe) steel for the last.&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/bronze &amp;gt; copper &amp;gt; silver) for use against armor, if/when you meet that. Crushing weapons (in order: mace, hammer, 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 game code, 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. &lt;br /&gt;
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.&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). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - 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 metal (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 more force, 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. 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 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 second place respectively, with [[iron]] the third best material in the game, 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 nothing 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.  For 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{{Bug|535}}&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;
==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>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=254324</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=254324"/>
		<updated>2020-08-06T18:00:18Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: /* Material */ use plain old wikitable styling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Armor''' is protective equipment used to reduce/deflect damage during [[combat]]. It comes in a variety of individual pieces that work together to cover a dwarf - there is no &amp;quot;suit of armor&amp;quot; in the sense of a single piece of equipment. Each armor piece protects a certain area or areas of a dwarf, and different pieces might cover a different collection of areas (see coverage chart, below). The purpose of each piece is pretty much self-explanatory. &lt;br /&gt;
&lt;br /&gt;
Loosely speaking, anything worn provides some protection, and so is considered &amp;quot;armor&amp;quot;. In the {{k|z}}-[[stocks]] menu, each piece of armor is listed under the location where it is worn - &amp;quot;armor&amp;quot; being with other torso pieces, headwear, handwear, legwear, and footwear. However, this page will concentrate mostly just on combat-quality armor. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. Similarly, greaves do not cover the hips - you need to add chain leggings beneath them for that.  (All this is explained below in more detail.)&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends largely on the weapon(s) being used against it.''' &amp;quot;Chain&amp;quot; pieces are flexible, and while good against slashing weapons (axes), they don't do much to stop the crushing force of blunt weapons (maces and hammers). &amp;quot;Solid&amp;quot; pieces (breastplates, greaves, gauntlets) are rigid, and so are more widely effective as protection against all weapons, but are heavier. See the [[weapon]] article for more specific information.&lt;br /&gt;
&lt;br /&gt;
Also, for slashing and piercing weapons (but not bludgeoning), the &amp;quot;armor vs. weapon&amp;quot; results are very dependent on the metal of each. A &amp;quot;better&amp;quot; metal will defeat a &amp;quot;lesser&amp;quot; armor, while a weapon of a lesser metal will be stopped more easily. For bludgeoning weapons, &amp;quot;weight&amp;quot; is the guiding rule, and all combat metals have roughly the same [[density|weight]]. See [[Weapon#Superior metal rule]] for further discussion.&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the enemies you are likely to meet and how they will be armed, it is advisable to equip your militia dwarves with at least bronze or iron armor, as copper will quickly be outclassed against most anything except silver weapons and (most) animal attacks. Testing in the arena shows that armored dwarves have a huge advantage over unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armor slows down dwarves considerably more than it did in the past, making the [[Combat skill#Equipment skills|Armor User]] skill much more important. In prior versions both movement and attack speeds were slowed by heavy armor. It's unknown whether this is still the case in v0.40.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]&lt;br /&gt;
[[File:dwarf_in_armor.png|thumb|250px|Model of a dwarf in armor.&amp;lt;br /&amp;gt;''Art by Alex Vasin'']]&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.&lt;br /&gt;
&lt;br /&gt;
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly-armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be thought of as three different types: clothing, leather, or metal. When you first create any [[squad]] in your [[military|{{k|m}}ilitary screen]], you will have the choice to assign a default &amp;quot;uniform&amp;quot; - &amp;quot;no armor&amp;quot; (which is &amp;quot;clothing&amp;quot;), &amp;quot;leather&amp;quot; or &amp;quot;metal&amp;quot;. You can custom-make additional custom uniforms for this purpose, and mix-and-match different armor types, but otherwise these refer to the pieces and combinations described below.&lt;br /&gt;
&lt;br /&gt;
The first is regular [[clothing]], made of [[leather]] or [[cloth]] at a [[Clothier's shop]]. Clothing can usually* only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can reduce damage. Most dwarves will be wearing clothing; those that aren't will usually be either very [[tantrum|unhappy]], [[children|babies]], or [[insane]].. All dwarves, both your initial 7 and [[migrants]], arrive with a full set of clothing (but it does wear out, so you'll need to make or [[caravan|trade]] for more sooner or later).&lt;br /&gt;
&lt;br /&gt;
(* [[Silk]] clothing is a little stronger against cutting/piercing attacks, but, still, far from &amp;quot;military grade&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
The second type is [[leather]] and/or [[bone]] armor, which is specialized for the purpose from standard clothing.  It is also very weak, and designed to protect against small to medium-sized animal attacks; it provides almost no noticeable defense against larger animals or military weapons. Leather/bone armor is usually only used by [[hunter]]s, or as the very first armor that a fortress military uses, for defending against marauding [[Rhesus macaque|macaque]]s and the like.  These can be made before any [[metal industry]] is up and running, and only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[leather works]], respectively.&lt;br /&gt;
&lt;br /&gt;
Note that clothing made from leather is ''not'' the same as &amp;quot;leather armor&amp;quot;, even if it consumes identical raw material.  Leather armor is a form of &amp;quot;military&amp;quot; armor, and non-military dwarves will not wear it.&lt;br /&gt;
&lt;br /&gt;
The last type is classic combat-quality [[metal]] armor.  This armor is made by an [[armorsmith]] at a [[metalsmith's forge]], and should be the armor of choice for any serious military.  This armor can further be broken down into two sub-types. Flexible &amp;quot;chain&amp;quot; armor pieces, either a shirt or leggings (only), are stronger against cutting weapons (axe, swords) but do little against blunt/crushing weapons (maces, hammers, flails, whips), though they are difficult to destroy with blunt force as well.  Rigid &amp;quot;plate&amp;quot; pieces provide the best all-around protection.  Plate pieces include helmets, and metal gauntlets and boots - there are no &amp;quot;chain&amp;quot; versions for those pieces. A full suit might incorporate both, the plate pieces layered over the chain pieces, for the best of both worlds.&lt;br /&gt;
&lt;br /&gt;
==== By location ====&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;complete&amp;quot; suit of armor consists of the following pieces, one cell from each column.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Torso&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Head&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Arm&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Leg&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Feet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Shield|Shields]] (block attacks)&lt;br /&gt;
|-&lt;br /&gt;
|Leather armor (upper body + lower body)&lt;br /&gt;
|Cap&lt;br /&gt;
|Gloves (hands)&lt;br /&gt;
|Leggings, made of leather or chain&lt;br /&gt;
|Low boots (feet)&lt;br /&gt;
|Buckler&lt;br /&gt;
|-&lt;br /&gt;
|'''Mail shirt''' (upper body + lower body + neck + upper arms + upper legs)&amp;lt;br&amp;gt; &lt;br /&gt;
and/or &amp;lt;/br&amp;gt;'''Breastplate''' (upper body + lower body only)&lt;br /&gt;
|Helm&lt;br /&gt;
|Gauntlets (hands + wrists)&lt;br /&gt;
|Greaves, made of plate&lt;br /&gt;
|High boots (feet + lower legs)&lt;br /&gt;
|Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The second row is the more effective choice, while the first row offers less protection but does not slow down dwarves unskilled as &amp;quot;[[Combat skill|armor users]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that if a mail shirt is combined with high boots, explicit &amp;quot;leg&amp;quot; covering can be omitted. (Dwarves don't have knees to protect, so the upper leg is covered from the shirt and the lower leg from the boot for complete coverage).&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf deflects an attack with their armor, it will be [[report]]ed as - for example - &amp;lt;span style=&amp;quot;font-family:IBM Plex Mono Medium, Consolas, monospace; font-size:12.5px; background-color:#000; color:#3cd5d5;&amp;quot;&amp;gt;Dwarf 1 slashes Dwarf 2 in the upper body with his iron short sword, but the attack is deflected by Dwarf 2's small iron breastplate!&amp;lt;/span&amp;gt;, and will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
Shields are a bit different than other pieces of armor.  Their material doesn't affect how well they deflect attacks.  Wood and leather are both very light compared to their metal equivalents, and are just as effective for blocking with; however they make for poor bludgeons if used to bash enemies (and they frequently are.) And this when combined with changes made to how wear is applied to various materials, means shields and bucklers of either will likely need to be replaced somewhat frequently if not of artifact quality. There can be no denying that the metal saved is worth it however, especially in metal-poor embarks.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are surprisingly good at penetrating armor.  Copper whips will shatter skulls through steel helmets. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=5|Armor material comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Acceptable !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Leather/Bone || Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
:: (* Bronze here also includes Bismuth Bronze, as both have the same values and are armor-grade metals. [[Black_bronze|Black bronze]] '''cannot''' be used for armor.)&lt;br /&gt;
&lt;br /&gt;
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals.  Roughly equivalent to leather, bone armor provides practically no protection against &amp;quot;real&amp;quot; weapons or large animals, and little against the attacks of medium-sized animals, making it an inferior option even for [[hunter]]s, except as a fashion statement.&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but also weighs more and is more elastic.&lt;br /&gt;
:* [[Bismuth bronze]] has identical properties to standard bronze, but has been alloyed with [[bismuth]], making it more valuable (and fancier-[[Color#Material_by_color|color]]ed). If you have access to bismuth and want to put it to use, and have the time and [[fuel]] for the extra steps, you can save some tin, and increase the [[value]] of the final objects this way.&lt;br /&gt;
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]], and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but is slightly weaker (but more rigid) and has a less complicated smelting process.&lt;br /&gt;
* [[Steel]] is the best non-adamantine armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of a [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment, it can only be issued by the overseer assigning it as specific item. &lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming [http://www.bay12forums.com/smf/index.php?msg=7312290 better] at withstanding blows with it and unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], and the fact that only non-clothing garments increase the armor user skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weight 1-2 units of weight depending on material and high boots 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing which weigh 4 times as much as their silk and yarn alternatives. &lt;br /&gt;
&lt;br /&gt;
Since most dwarves are not danger room-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super-slow, and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.&lt;br /&gt;
&lt;br /&gt;
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify}} (are armor levels still relevant in the new material properties-based mechanics?) layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but will still be vulnerable to crushing attacks, since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and tend to be at least moderately effective if they are masterworks. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to block, so in the long run a metal shield might be worth it.&lt;br /&gt;
&lt;br /&gt;
=== Wear ===&lt;br /&gt;
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (steel weapons can easily damage copper armor, etc.), and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.&lt;br /&gt;
&lt;br /&gt;
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear—this is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
===Material Requirements===&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.&lt;br /&gt;
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2.7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Backpack&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&amp;gt;300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Quiver&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&amp;gt;300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Flask&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Unique*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on the upper body, counting towards layer permit size. [[Flask]] Attaches to equipped upper body armor but not Cover Layers, else upper body&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting Efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces a pair of gloves, gauntlets or mittens -- one right-handed and one left-handed.  The items from a single job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces one pair of footwear.  Unlike gloves, footwear items are interchangeable (they are not right- or left-footed).  The two items from a single crafting job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matters for bashing attacks and does not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0 Source]&lt;br /&gt;
&lt;br /&gt;
==Special procedurally generated armors==&lt;br /&gt;
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the &amp;quot;base&amp;quot; armor, and adding an adjective (&amp;quot;bulging&amp;quot;, &amp;quot;segmented&amp;quot;, &amp;quot;rounded&amp;quot;, etc.). Dwarves in [[strange mood]]s which select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.&lt;br /&gt;
&lt;br /&gt;
==Equipping clothing==&lt;br /&gt;
&lt;br /&gt;
Items in ''Dwarf Fortress'' must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer type of Over, for example. The complete order goes: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit.&lt;br /&gt;
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.&lt;br /&gt;
:*in case of any non-Cover item, the total size of '''items in the same layer including the current item''' has to be less than the smallest permit value among these items.&lt;br /&gt;
:*if all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|45&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) can be worn over two head veils (10,100), and can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), but a combined total of up to 9 head veils and hoods can be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules, so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on one's upper body, plus a helm and six hoods on one's head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps, all of the hoods, both socks, and his trousers, and each successive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workarounds regarding Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
Let's say you want to kit out your soldier's upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items, in this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
6 × cloaks&lt;br /&gt;
&lt;br /&gt;
'''Armor (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 × dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Legs'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 × long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 × hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gloves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Gloves (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 × pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boots †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (no foreign items) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (cheap) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 × pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 × pairs of shoes&lt;br /&gt;
&lt;br /&gt;
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn.)&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat oriented sets which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''&lt;br /&gt;
&lt;br /&gt;
† It appears that equipping footwear on one foot can affect what can be equipped on the other.  For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities, because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head, because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.&lt;br /&gt;
&lt;br /&gt;
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body or head){{verify}} . Their coverage is extended to other body parts using the following three tags:&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and neck.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g., foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items. Particularly, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. &lt;br /&gt;
&lt;br /&gt;
Military dwarves have a &amp;quot;pecking order&amp;quot; for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of mail (total size 45) plus another suit of chain or plate on top of them. On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
In fortress mode it is possible to have (at least) 3 shields equipped.&lt;br /&gt;
&lt;br /&gt;
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}&lt;br /&gt;
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above.) {{bug|535}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tosid&lt;br /&gt;
| elvish  = datome&lt;br /&gt;
| goblin  = nuklat&lt;br /&gt;
| human   = stalcon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Armor|0}}&lt;br /&gt;
[[ru:Armor]]&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Broker&amp;diff=254269</id>
		<title>Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Broker&amp;diff=254269"/>
		<updated>2020-08-05T00:31:50Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:37, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| function=&lt;br /&gt;
* Valuation of items at Depot&lt;br /&gt;
* Visibility of item [[value]]s&lt;br /&gt;
* Display of fortress [[wealth]] on&amp;lt;br&amp;gt; {{k|z}}-[[status]] screen&lt;br /&gt;
* Reports [[wealth]] to attract [[Immigration|migrants]]&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Broker''' is a useful [[noble]] with no [[demand]]s or [[Noble#Needs|requirements]]. A broker has several duties in the running of an organised fortress.&lt;br /&gt;
&lt;br /&gt;
After you appoint a broker with the [[appraiser]] skill through the {{k|n}}oble screen, you can see fortress [[wealth]] and trade information in the [[status]] screen ({{k|z}}). (The exactness with which this can be seen is determined by the duties of the [[bookkeeper]].) Your broker's appraiser skill is also used to determine whether to display item values, in general and in the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
If your designated broker is currently off-map on a [[raid]], you will lose all specific values during that absence.&lt;br /&gt;
&lt;br /&gt;
At the [[trade depot]], you can specify that only the broker may [[trade]] with visiting [[caravan]]s. The advantage of this is that the broker gains appraiser skill by opening the trade window for the first time, which allows the display of item values at the depot, and gains social skills by trading, which improves returns on your trading efforts. The disadvantage, however, is that convincing your broker to go to the trade depot in a timely manner can at times be frustratingly difficult. Once your broker has gained the appraiser skill and your fortress has plentiful trade goods, allowing other dwarves to trade will spread out the experience gains and ensure a prompt response. Your traders also use the [[judge of intent]] skill to see how merchants [[Trade#Merchant_mood|react]] to trade offers.&lt;br /&gt;
&lt;br /&gt;
==Relevant skills==&lt;br /&gt;
Of the social skills, those in bold are known to change the effectiveness of a Broker:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''[[Judge of intent]]''' &lt;br /&gt;
| Liar&lt;br /&gt;
| Conversationalist&lt;br /&gt;
| Intimidator&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Appraiser]]'''&lt;br /&gt;
| Comedian&lt;br /&gt;
| Persuader&lt;br /&gt;
| Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| Negotiator&lt;br /&gt;
| Flatterer&lt;br /&gt;
| Consoler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When selecting a broker, all of the above skills will appear as relevant, but since the broker's actions are entirely controlled by the player, they are not known to affect the broker's job. It is possible that some skills change the way that the merchants respond to your actions, such as Negotiator extending the patience of the merchants when making counteroffers. {{verify}}&lt;br /&gt;
&lt;br /&gt;
The broker gains some experience in each of the skills (except Appraiser, after one trade) for each successful trade. The Appraiser skill will rocket from Dabbling to Legendary after just one trade of very high-value items on your end—say, a dozen barrels of masterfully prepared roasts—even if the trade is for a single plump helmet. The other skills, however, increase ''very'' slowly, and in normal play will raise perhaps one or two skill levels through the years; to reach Legendary requires over a thousand successful trades. If you find yourself wanting such a broker, setting up a [[macro]] to trade individual worn-out clothes for individual food items (as well as coins, bolts, and anything in a stack) is the fastest method to train these skills. Note that, once Legendary, having such high social skills means your broker is very likely to be elected [[mayor]] as well.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BROKER]&lt;br /&gt;
	[NAME:broker:brokers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:TRADE]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:170]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Noble&amp;diff=254268</id>
		<title>Template:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Noble&amp;diff=254268"/>
		<updated>2020-08-05T00:31:11Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| style='border: 1px solid #000; width: 17em; border-spacing: 0; margin: 0 0 1em 1em; float: right'&lt;br /&gt;
|+ '''{{{noble|Noble}}}'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Room]] requirements&lt;br /&gt;
| style='width: 0.5em; background: #f0f; border-bottom: 1px solid #aaa; border-left: 1px solid #aaa' rowspan='0'| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Office]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{office|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Bedroom|Quarters]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{quarters|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Dining room]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{dining|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | [[Tomb]]&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{tomb|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | [[Furniture]] requirements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Chests&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{chests|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Cabinets&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{cabinets|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Weapon racks&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{racks|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Armor stands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{stands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Mandates&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{mandates|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; white-space: nowrap; font-weight: normal; padding: 0.1em 0.25em&amp;quot; | Demands&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em&amp;quot; | {{{demands|''None''}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Arrival conditions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{arrival|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
{{{function|&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;/div&amp;gt;}}}&lt;br /&gt;
|}&lt;br /&gt;
{{#ifeq:{{NAMESPACE}}|User||{{Category|Nobles}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
Usage and result:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| office=Office&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=254267</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=254267"/>
		<updated>2020-08-04T23:57:37Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: rm DFText template with dark blue on black - nigh impossible to read; wikify lists; capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. As of {{version|0.47.01}}, there are two types of aquifers: light aquifer and heavy aquifer, with light aquifers being by far the most common. Prior to this, all aquifers behaved as the &amp;quot;heavy&amp;quot; type.&lt;br /&gt;
&lt;br /&gt;
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, nor in any diagonally-adjacent tiles. &lt;br /&gt;
&lt;br /&gt;
Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. &lt;br /&gt;
&lt;br /&gt;
Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell. In the case of heavy aquifers, this can lead to a lot of [[Fun]].&lt;br /&gt;
&lt;br /&gt;
== Types of aquifers ==&lt;br /&gt;
=== Light aquifers ===&lt;br /&gt;
Light aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atmospheric waterfall.&lt;br /&gt;
&lt;br /&gt;
An open tile will receive light-aquifer water if it's directly north, south, east, west, or below a light aquifer tile. There's no diagonal transmission.&lt;br /&gt;
&lt;br /&gt;
The amount of water that the open tile receives is random. On average, an open tile will receive four units of light-aquifer water per month. But that number can go as low as two or as high as six.&lt;br /&gt;
&lt;br /&gt;
If an open tile is adjacent to a single light-aquifer tile, then it receives just as much water as an open tile surrounded by light-aquifer tiles. One is all you need.&lt;br /&gt;
&lt;br /&gt;
Water at level 1/7 does not evaporate on a floor of what had been a light aquifer tile. If you wish to excavate a large area within a light aquifer without painstakingly and continually walling it off, dig regular drains to an open area in a non-aquifer layer where the water can evaporate more quickly than it arrives.&lt;br /&gt;
&lt;br /&gt;
Unlike heavy aquifers, light aquifers tiles do not drain away water.&lt;br /&gt;
&lt;br /&gt;
Although digging through light aquifer tiles is not very dangerous, your dwarves will continuously cancel designations with the &amp;quot;damp stone&amp;quot; warning with each new tile uncovered. The player must therefore repeatedly re-designate light aquifer squares to get the dwarves to mine it, making it a tedious affair. There is no way to turn off this automatic cancellation without using external tools such as [[DFHack]].&lt;br /&gt;
&lt;br /&gt;
=== Heavy aquifers ===&lt;br /&gt;
Unlike light aquifers, heavy aquifers produce water almost immediately, effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
Empirically, heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
=== Varied aquifers ===&lt;br /&gt;
In addition to the heavy and light types of aquifer, DF can also display &amp;quot;Varied aquifer&amp;quot; on the pre-embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced, aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
When working in aquifers, some points to keep in mind include:&lt;br /&gt;
&lt;br /&gt;
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Probing an aquifer ===&lt;br /&gt;
&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer heavy aquifers.&lt;br /&gt;
&lt;br /&gt;
== Dealing with heavy aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the heavy aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;. The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
In versions of the game earlier than {{version|0.40.23}}, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.&lt;br /&gt;
&lt;br /&gt;
A limited but useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
&lt;br /&gt;
==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Side view]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
==== Concentric ring method for multiple layers ====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
&lt;br /&gt;
=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
&lt;br /&gt;
A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
&lt;br /&gt;
Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
&lt;br /&gt;
If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
==== With PyLNP ====&lt;br /&gt;
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
&lt;br /&gt;
==== With DFHack ====&lt;br /&gt;
The DFHack command &amp;quot;light-aquifers-only&amp;quot; changes all heavy aquifers to light aquifers.&lt;br /&gt;
&lt;br /&gt;
If you prefer not having to deal with aquifers at all, the DFHack command &amp;quot;drain-aquifer&amp;quot; removes the aquifer flag from all tiles in your current embark without requiring raw edits.  &lt;br /&gt;
&lt;br /&gt;
If you have DFHack, this is the best method.&lt;br /&gt;
&lt;br /&gt;
===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
# Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
# Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
#* filter any&lt;br /&gt;
#* paint aqua 0&lt;br /&gt;
#* range 4 4&lt;br /&gt;
# In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
# In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
# Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
&lt;br /&gt;
If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
&lt;br /&gt;
==== Command-line (Linux/OS X) ====&lt;br /&gt;
Note that this prevents light aquifers as well as heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (all operating systems) ====&lt;br /&gt;
You can manually perform the command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/raw/objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER].&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially ~~dangerous~~ Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of heavy aquifers? ===&lt;br /&gt;
Although annoying, heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z level of the aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above that will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random-appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some light aquifers may not appear on the embark screen.{{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lapis_lazuli&amp;diff=237368</id>
		<title>Lapis lazuli</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lapis_lazuli&amp;diff=237368"/>
		<updated>2018-08-30T03:10:55Z</updated>

		<summary type="html">&lt;p&gt;Hairy Dude: in real life&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:50, 7 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lapis lazulis''' are unremarkable low-value [[gem]]s found in [[igneous intrusive]] stone layers, as well as within [[marble]].&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
In addition to being used as a semi-precious stone, the intense blue colour of lapis lazuli led it to being ground up and used as a pigment in painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Lapis.elephant.800pix.060203.jpg|center|thumb|300px|A lapis lazuli figurine.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Hairy Dude</name></author>
	</entry>
</feed>