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	<updated>2026-04-06T15:32:00Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=309637</id>
		<title>Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=309637"/>
		<updated>2025-06-03T15:14:54Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Cave adaptation''' is a mechanic that causes [[Dwarf|dwarves]] who spend too much time underground to grow sick when finally exposed to sunlight. It is controlled by the {{token|CAVE_ADAPT}} [[creature token|token]].&lt;br /&gt;
&lt;br /&gt;
Exposure of cave-adapted dwarves to outdoor sunlight can cause one of two negative [[thought|thoughts]]: &amp;quot;irritated by the sun&amp;quot; and &amp;quot;nauseated by the sun&amp;quot;. The latter results from more severe cave adaptation and triggers profuse [[vomit|vomiting]], which can leave an otherwise capable soldier momentarily defenseless. Cave adaptation causes no problems if the affected dwarves simply remain [[Tile attributes|underground]].&lt;br /&gt;
&lt;br /&gt;
Note: Cave adaptation currently has no benefits. A non-adapted citizen, whether it's a [[Dwarf|dwarf]] who spends time outside or a [[Human|human]] who never adapts at all, will function just as effectively underground as a fully cave-adapted dwarf.&lt;br /&gt;
&lt;br /&gt;
== Prevention and treatment==&lt;br /&gt;
First and foremost, be aware that cave adaptation requires much more effort to fully eradicate than it's worth. Most dwarves can spend their entire lives lurking in the dark with no negative consequences. Cave adaptation is only a major concern for your military dwarves, as they are the only ones who really need to be functioning at full capacity when outside. Menial labor dwarves sent out to build roads or structures can endure the unpleasant aspects of cave adaptation just fine, while dwarves you regularly send out to fish or gather plants will never become adapted enough to suffer more than mere irritation. Also, note that only dwarves suffer from cave adaptation. If this process sounds like too much effort, you might just want to recruit a few non-dwarven [[mercenary|mercenaries]] for outdoor combat.&lt;br /&gt;
&lt;br /&gt;
The only way to be cured of cave adaptation is to suffer its effects - once a dwarf has spent enough time to become adapted, stepping outside and being irritated or nauseated by the sun will instantly cure them. Any tile with the {{DFtext|Outside|3:1}} trait will suffice (as long as it isn't raining).&lt;br /&gt;
&lt;br /&gt;
Cave adaptation can be ''prevented'' by keeping your dwarves out of {{DFtext|Dark|0:1}} tiles. Every moment spent in the dark slightly increases your dwarves' cave adaptation, but fortunately these tiles can be converted to harmless {{DFtext|Light|6:1}} tiles with nothing more expensive than time, effort, and a large supply of rock [[block]]s. Any tile that has had all its roofing removed becomes an {{DFtext|Outside|3:1}} {{DFtext|Light|6:1}} tile, the sort which is useful for treating cave adaptation. Building a roof over these tiles replaces the {{DFtext|Outside|3:1}} trait with {{DFtext|Inside|6:0}}, but leaves the {{DFtext|Light|6:1}} trait untouched. These sunlit indoor tiles neither cure nor cause cave adaptation, making them perfect for housing those dwarves who will be heading to the surface often. Once you have a sizable workforce and some well-trained miners, it shouldn't take too long to channel away the top few floors of your fortress and reconstruct them with blocks. Doing this for your entire fortress, however, is almost certainly more work than it's worth. If you have a dedicated squad of soldiers for surface threats and convert their training and living areas to {{DFtext|Light|6:1}} tiles, they should be safe from cave adaptation going forward, especially if you are regularly treating them to wildlife hunts and [[mission]]s abroad.&lt;br /&gt;
&lt;br /&gt;
=== Cave adaptation mechanics ===&lt;br /&gt;
* If a dwarf is in a {{DFtext|Dark|0:1}} tile, cave adaptation increases by 1 every [[Time|tick]] to a maximum of 800,000 (403,200 ticks is one year, so the maximum is just short of 2 years).&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile while the sun is out (i.e. not [[Weather|raining or snowing]]) and their adaptation is at least 403,200 (1 year), there is a 1/1000 chance of the following happening every tick:&lt;br /&gt;
** If cave adaptation is between 403,200 and 604,800 (between 1 and 1.5 years), the dwarf will become dizzy and experience minor pain and fatigue. They will also receive the unhappy thought &amp;quot;was irritated by the sun recently&amp;quot;, and their cave adaptation will be reduced to zero.&lt;br /&gt;
** If cave adaptation is at 604,800 or higher (1.5 years), the dwarf will experience [[Symptom#Nausea|nausea]], [[Symptom#Dizziness|dizziness]], [[Symptom#Pain|pain]], and fatigue. They will start vomiting profusely and will also receive the unhappy thought &amp;quot;was nauseated by the sun recently&amp;quot;, and their cave adaptation will be reduced to zero.&lt;br /&gt;
** Otherwise, nothing happens.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Babies might be born cave adapted.{{bug|8431}}{{verify|there's two saves on the issue report that could be checked}}&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
'''A [http://www.bay12forums.com/smf/index.php?topic=85908.msg2321608#msg2321608 scientific explanation] of cave adaptation by Deus Machina.'''&lt;br /&gt;
&lt;br /&gt;
Underground has low levels of light and very little air circulation.&lt;br /&gt;
&lt;br /&gt;
Dwarves develop low-light vision (plump helmets are ''packed'' with beta carotene!) and their facial follicles become sensitive to the motions that a breeze produces against their beards, which allows them to tell where tunnels turn.&lt;br /&gt;
&lt;br /&gt;
As they go deeper, their eyes become less relied upon, and they adapt further to rely on their whisker-based follication.&lt;br /&gt;
&lt;br /&gt;
These eventually become so sensitive that, should a dwarf venture outside, the wind is the equivalent of multicolored and varying strobe lights. This is as aggravating to a dwarf's follication as a Pink Floyd show seen while sober is to our sight, up to the point of causing nausea.&lt;br /&gt;
&lt;br /&gt;
While some have proposed beard shaving as a method of treating hyperfollication, these people are believed to be elf spies, and drafted to cavern exploring instead.&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Cave adaptation]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=309636</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=309636"/>
		<updated>2025-06-03T11:46:28Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Warrior.png|250px|thumb|&amp;quot;I seek fortune and glory by offering my skill at arms.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Jeff Agudelo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
A '''mercenary''' is a [[historical figure]] who has decided to sell their services as a soldier. Mercenaries are found in fort mode as [[visitor]]s, and are hired by [[civilization]]s in legends mode. You cannot actively hire mercenaries in fort mode; instead, they come on their own and sometimes they will petition for residency.&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
[[Historical figure]]s will sometimes decide to become mercenaries, operating out of a town. Once they have enough money, they may improve their equipment. Mercenaries can be hired as scouts, for defense or attack, as they sometimes may be hired for assassination and theft.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary Orders ===&lt;br /&gt;
Sometimes, mercenaries will start mercenary orders, a type of formal group that dedicates themselves to certain weapons, which the members train in, and receive titles based on their skills and accomplishments.&lt;br /&gt;
&lt;br /&gt;
Mercenary orders are hired by civilizations for attack or defence of a site. Once they have enough money, they will either upgrade the equipment of their members, or build a [[fort]]. Mercenary orders either dedicated to a specific [[deity]] or, perhaps, linked to its [[religion]], may also build a [[temple]] in said fort. Mercenary companies usually only have a leader position, but sometimes will assign a position for [[Bookkeeper|record keeping]] as well.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
You can visit the forts of mercenary orders in adventure mode, and adventurers can join them the same way bandits can be joined. This requires a certain [[reputation]], like all joining requests. After joining, you will then be able to receive [[quest]]s (it is unknown if you can receive titles this way).&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
A mercenary is a type of [[visitor]]. If you offer rented rooms through your [[tavern]], they may try to petition for residence in your fort for the purpose of soldiering. If you grant them residence, they can be added to your squads and will serve in the military like any other Dwarf. Note that they cannot be appointed to a [[noble|position]] (like Militia Captain) and can thus not lead squads.&lt;br /&gt;
&lt;br /&gt;
Sometimes, enemy civilizations will employ mercenaries to bolster their forces, throwing a dangerous element into what would normally be a much less dangerous force.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Because visitors cannot be made [[noble]]s, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own supplies (they ''will'' bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press [[File:Mag glass icon.png]] and select the race involved. You can find the desired race more easily by using the search filter. This will change the produced armor's size to the selected creature's size.&lt;br /&gt;
&lt;br /&gt;
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and so are more susceptible to the effects of [[alcohol]], which increases the odds they will suffer fatal acute alcohol poisoning, or ignite a massive, deadly tavern brawl while under the influence.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{V50 misc professions}}&lt;br /&gt;
{{Template:V50 entities}}&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Mercenary]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=309553</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=309553"/>
		<updated>2025-05-29T12:25:44Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: /* History length */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:worldgen_small_steam.png|thumb|250px|right|A standard small-sized world.]]&lt;br /&gt;
&lt;br /&gt;
To begin playing, you must first '''generate a world''' to play in. World generation can take a long time and may seem like a nuisance, but it is actually the heart of the game.  &lt;br /&gt;
&lt;br /&gt;
While you wait for the counter to finish, an entire fantasy world with unique geography, history, and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with a unique appearance and personality, live their lives, some of them calmly, while others go out and influence history. The world's complexity could rival the works of Tolkien himself. These [[World activities|activities continue]] even after world generation, as you play the game. ''Dwarf Fortress'' is not only a game, it is a gigantic fantasy world simulator. [[Fortress mode|Fortress]] and [[adventurer mode|Adventurer]] modes allow you to influence a tiny part of that tale and write ([[Legends|or read]]) your own chapter; one chapter in an enormous bookshelf.&lt;br /&gt;
&lt;br /&gt;
== Basic world generation menu ==&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiBasicWorldGenSteam.png&lt;br /&gt;
|classic=File:BasicWorldGen.png&lt;br /&gt;
|width=640px&lt;br /&gt;
|caption=World gen menu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this:&lt;br /&gt;
&lt;br /&gt;
=== World size ===&lt;br /&gt;
&amp;quot;This controls the size of the world map.&amp;quot;   Using basic world generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17×17 region tiles)&lt;br /&gt;
* Smaller (33×33)&lt;br /&gt;
* Small (65×65)&lt;br /&gt;
* Medium (129×129)&lt;br /&gt;
* Large (257×257)&lt;br /&gt;
&lt;br /&gt;
Each region tile corresponds to 16×16 local area blocks of 48×48 [[tile]]s each.&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. Selecting bigger worlds will reduce the [[Frames per second|framerate]] (update speed) of the game in fortress mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! [[Forgotten beast|Forgotten beasts]]&lt;br /&gt;
| 12&lt;br /&gt;
| 27&lt;br /&gt;
| 75&lt;br /&gt;
| 243&lt;br /&gt;
| 867&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== History length ===&lt;br /&gt;
[[File:history_gen_steam.gif|thumb|right|278px|Animation of a pocket world's land and history being developed.]]&amp;quot;This is the (maximum) length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. A longer history allows more time for civilizations to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that [[megabeast]]s will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time gameplay begins.&lt;br /&gt;
&lt;br /&gt;
Note that history generation can be interrupted and the world saved far short of the selected history value. (Players might choose to do so if they are trying to reach a certain [[Calendar#Ages|age]], if they want to embark near a [[Tower (necromancy)|tower]], or if worldgen has slowed to a crawl, for instance). The actual length of history generation determines the details of the world; the history configuration setting only establishes a maximum year at which generation will stop automatically.&lt;br /&gt;
&lt;br /&gt;
Longer histories will cause world generation to take longer, both because there are more years of events and because there tend to be more events in subsequent years. Conversely, shorter histories will take much less time to generate, but may limit some features (civilization size, sites, knowledge, historical artifacts, and necromancer towers).  Longer histories will also increase the number of abandoned (sacked) towns and fortresses, which can matter for adventure mode, but conversely, doesn't matter that much for fortress mode. The recommended values for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
History will still progress after world generation, concurrently with normal gameplay, but this will, of course, be much slower (around two weeks per session start, in either fortress or adventurer mode). Therefore, it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay. During play, the world and its history will continue to develop, but it is unclear to what degree that corresponds to regular world-gen.&lt;br /&gt;
&lt;br /&gt;
The youngest world possible to generate is 2 years old. This can be done through custom world-gen parameters. For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Number of civilizations ===&lt;br /&gt;
This controls the number of distinct civilizations that exist in a world.  Civilizations are [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s and [[Elf|elves]].  It should be noted that this refers to different kingdoms of the same races, where a smaller number of civilizations (smaller than 5 - 7) may exclude one or two races from your world, but fewer civilizations will reduce history generation time, while larger numbers of civilizations would increase history generation time and make historical events happen much more often.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of civilizations is affected by the world size. At higher numbers (&amp;gt; 40) humans, kobolds and elves are more frequent than dwarves and goblins.&lt;br /&gt;
 &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 9&lt;br /&gt;
| 13&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 14&lt;br /&gt;
| 24&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 7&lt;br /&gt;
| 13&lt;br /&gt;
| 24&lt;br /&gt;
| 44&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of sites ===&lt;br /&gt;
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as [[town]]s, [[hamlet]]s, [[forest retreat]]s, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site. High site numbers increase the duration of history generation by a huge amount of time. With very low site numbers, only the civilization's home settlements may exist after a few years of history with a high probability of getting eradicated by some event. Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
The total amount of sites is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 4&lt;br /&gt;
| 17&lt;br /&gt;
| 66&lt;br /&gt;
| 260&lt;br /&gt;
| 375&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 13&lt;br /&gt;
| 51&lt;br /&gt;
| 198&lt;br /&gt;
| 780&lt;br /&gt;
| 1125&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 18&lt;br /&gt;
| 68&lt;br /&gt;
| 264&lt;br /&gt;
| 1040&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 27&lt;br /&gt;
| 102&lt;br /&gt;
| 396&lt;br /&gt;
| 1560&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 36&lt;br /&gt;
| 136&lt;br /&gt;
| 528&lt;br /&gt;
| 2000&lt;br /&gt;
| 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of beasts ===&lt;br /&gt;
This controls the number of [[megabeast]]s, [[semi-megabeast]]s and [[titan]]s that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history, the more likely some of them will die. The number of beasts does not appear to impact how often your fortress will be attacked by beasts in [[fortress mode]]. In [[adventure mode]], it means it will be easier to find more megabeasts. If set very low, then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit. The total amount of beasts is affected by the selected world size:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 2 / 4 / 1&lt;br /&gt;
| 9 / 18 / 4&lt;br /&gt;
| 37 / 75 / 16&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 0 / 1 / 0&lt;br /&gt;
| 3 / 6 / 2&lt;br /&gt;
| 13 / 27 / 6&lt;br /&gt;
| 56 / 112 / 24&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 1 / 2 / 1&lt;br /&gt;
| 1 / 2 / 1&lt;br /&gt;
| 4 / 9 / 3&lt;br /&gt;
| 18 / 37 / 9&lt;br /&gt;
| 75 / 150 / 33&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| 1 / 3 / 1&lt;br /&gt;
| 1 / 3 / 1&lt;br /&gt;
| 6 / 13 / 4&lt;br /&gt;
| 27 / 55 / 13&lt;br /&gt;
| 112 / 225 / 49&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| 2 / 4 / 2&lt;br /&gt;
| 2 / 4 / 2&lt;br /&gt;
| 8 / 18 / 6&lt;br /&gt;
| 36 / 74 / 18&lt;br /&gt;
| 150 / 300 / 66&lt;br /&gt;
|}&lt;br /&gt;
*Read numbers as: Megabeasts // Semi-megabeasts // Titans&lt;br /&gt;
&lt;br /&gt;
=== Natural savagery ===&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[biome]]s in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark, and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Mineral occurrence ===&lt;br /&gt;
This is a rather important parameter, new players should probably leave it at ''everywhere''. It determines the how often ores and gems appear in an area, including wherever you try to build a fortress. It also determines the types of metals that [[civilization]]s have access to, which can limit types of items that are available at embark preparation, [[adventure mode]] character creation, and in most generated sites. See [[Advanced_world_generation#Mineral_Scarcity|Mineral Scarcity]] for more details.&lt;br /&gt;
&lt;br /&gt;
== The generation process ==&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:worldgen_anim_steam.gif]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be randomized in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
=== Rejections ===&lt;br /&gt;
{{main|World rejection}}&lt;br /&gt;
You may notice that during various phases of the world generation process, worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors, such as the number of mountain tiles, can't be determined ahead of time by the generation process. Instead, worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high-elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice, you don't need to worry about this for basic world generation, because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically, what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
=== Map generation ===&lt;br /&gt;
[[File:resources_worldgen_steam.png|thumb|320px|right|Location and resources section of the screen.]] First ''Dwarf Fortress'' generates the map topography. This process is generally much faster than history generation (unless you've specified parameters that lead to constant map rejections).&lt;br /&gt;
&lt;br /&gt;
In an interview{{cite|gamedeveloper|https://www.gamedeveloper.com/design/q-a-dissecting-the-development-of-i-dwarf-fortress-i-with-creator-tarn-adams}}, [[Main:Toady One|Toady One]] described map generation:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It allocates the memory for the map. Then it chooses what sort of pole (e.g. north, south) it is going to have (or respects the parameters fed by the player, throughout.) The basic map field values (elevation, rainfall, temperature, drainage, volcanism, wildness) are seeded along a grid of variable size, respecting various settings (oceans, island sizes, other variances, etc.), and then filled in fractally. The poles vary the temperature, and it selects some points for the highest peaks. Here it does a first pass to see how it is doing, and attempts to adjust some altitudes to fit the map within the desired parameters if it missed. The world can be rejected at this point if it is unfixable, and it tries again.&lt;br /&gt;
&lt;br /&gt;
:The first derived field, vegetation, is then set based on elevation, rainfall, temperature, etc., and it tests for [[biome]] rejections if the map's biomes don't satisfy the ranges set in the parameters. The mid-level elevations are smoothed at this point to make more plains areas, and volcanoes are placed respecting the hot spots in the volcanism field.&lt;br /&gt;
&lt;br /&gt;
:Then we enter the erosion and river stage. Small oceans are dried out, and it locates edges of mountain sides where it can run test rivers. It also places the camera on one of these so the player can watch the process. Many fake rivers flow downward from these points, carving channels in the elevation field if they can't find a path to the sea. Extreme elevations differences are often smoothed here so that everything isn't canyons. Ideally we'd use mineral types for that, but we don't yet. Lakes are grown out at several points along the rivers.&lt;br /&gt;
&lt;br /&gt;
:Elevations are smoothed again from the mountains down to the sea, and the peaks and volcanoes do some local adjustments. Now that the elevations are finalized, it makes adjustments to rainfall based on rain shadows and orographic precipitation. Temperatures are reset based on elevation and rainfall and the dampening effects of forests, and it uses the new values to set the vegetation level one final time. Salinity values are set for the ocean and tiles neighboring the ocean.&lt;br /&gt;
&lt;br /&gt;
:Now that everything has settled down, we can detect the limits of the final biome regions and give them names and their own identity. We also add the geological layers and the underground layers here, though the geological stuff should really be earlier, as previously mentioned. There's a final verification process against the parameters here, to make sure it hasn't drifted too far afield from what the player wanted. Once that's done, it generates the initial wildlife populations in each region, and sets some weather variables.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
After generating the world, ''Dwarf Fortress'' will generate a history for that world, tracking civilizations, sites, populations, and other events. This can take a ''very'' long time for large, heavily populated worlds with very long, 2,000-year histories. History generation can be interrupted and the world saved before reaching the maximum year selected on the configuration menu.&lt;br /&gt;
  &lt;br /&gt;
In an interview{{cite|gamedeveloper}}, [[Main:Toady One|Toady One]] described history generation:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;History itself can begin at this point. Civilizations and caves are placed. It's a bit complicated to go into what happens after that, but the basic idea is that there's a giant zero-player strategy game going on with somewhat loose turn rules and bad AI (but thousands of agents), and history is just a record of that. Procedurally generating stories by recording a log of a simulation is a valid enough approach, though it has drawbacks, of course. It's a lot of work, you need to do post-processing or investigation to find any good moments you'd like to highlight, and if you don't have enough dynamics and mechanisms, the output can be boring (in any number of ways.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Finishing ===&lt;br /&gt;
Once everything is complete, you can take a look around using middle mouse or the wasd [[controls|keys]], {{k|Shift}}+wasd key will move farther. If you find yourself confused about what all the things actually are, check out the [[map legend]]. At this point you can either '''Play now''' to use the world immediately, or exit to the main menu; both will save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something, you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
The [[Advanced_world_generation#Seed_notes|seeds]] used when generating the world are logged in [[gamelog.txt]].&lt;br /&gt;
&lt;br /&gt;
== Getting more advanced ==&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific, more extreme conditions - check out the documentation on [[advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* https://df-walkthrough.readthedocs.io/en/latest/tutorials/generating-a-world.html&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* World generation is where [[Main:Toady One|Toady]] invests most of his time, this is the [http://www.moma.org/collection/works/164920 piece of art] that makes ''Dwarf Fortress'' unique enough for the Museum of Modern Art in New York City.&lt;br /&gt;
* The maximum size of the world is comparable to that of the state of Minnesota.&lt;br /&gt;
* On the 86th rejected world an error report will appear with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; &amp;lt;sup&amp;gt;[http://www.urbandictionary.com/define.php?term=86]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* It is universally known that the world is flat. Anyone who says otherwise has to be [[Unfortunate accident|treated with magma]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=309552</id>
		<title>Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=309552"/>
		<updated>2025-05-29T12:22:26Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Akershus fortress, drawing.jpg|thumb|300px|right|Akershus fortress drawing, 1899.]]&lt;br /&gt;
:''You may be looking for [[Dwarf fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in '''fortresses''' ([[File:Icon site mountainhome.png]] / {{Raw Tile|Ω|7:0:1}}); [[underground]] [[site|complexes]] with all the required buildings for dwarven living. In [[dwarf fortress mode]], the player's expedition team embarks in order to construct and operate a fortress. See the [[quickstart guide]] for a guide on how to establish and maintain your very first fortress. &lt;br /&gt;
&lt;br /&gt;
== Procedurally-generated ==&lt;br /&gt;
[[Dwarf|Dwarven]] [[civilization]]s build their fortresses on the edges of [[Mountain|mountain ranges]], and they will act as the seat of power of a dwarven civilization's leaders. They occupy only 3×3 local tiles, while [[hillock]]s and [[mountain halls|halls]] claim much more territory.&lt;br /&gt;
&lt;br /&gt;
Your adventurer can visit dwarven fortresses in [[Adventurer mode|adventure mode]]. &lt;br /&gt;
&lt;br /&gt;
They consist of a large rectangular structure made out of stone or metal blocks, with a three-tile-wide entrance on one side. Inside, (it is a roofed structure) there will be a [[trade depot]], possibly with traders from other civilizations hanging out around it, and also a two-story [[tavern]], with the rooms for rent on the second floor. In the center of the rectangle will be a large hole, with [[ramp]]s spiraling downwards on the edges. The rampwell is very deep, but following it will eventually lead you past multiple levels filled with rooms and passageways, similar to a [[dungeon]] but less expansive. Some bigger rooms will be filled with [[metalsmith's forge]]s, and some smaller ones with random clothing.&lt;br /&gt;
&lt;br /&gt;
=== Navigation ===&lt;br /&gt;
[[File:Fortress_map_43.png|thumb|300px|A map of a typical procedurally generated fortress, exported from legends mode. The division between a central area(&amp;lt;span style=&amp;quot;color:rgb(100,100,100)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and a surrounding periphery, consisting of &amp;quot;stacks&amp;quot; of living(&amp;lt;span style=&amp;quot;color:rgb(20,50,30)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and industrial(&amp;lt;span style=&amp;quot;color:rgb(250,50,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) areas, is clear.]]&lt;br /&gt;
Many players find procedurally-generated fortresses hard to navigate, due to their labyrinthine layout. Finding one's way around a fortress gets much easier once one learns how they are planned.&lt;br /&gt;
&lt;br /&gt;
To begin with, all fortresses are laid out on a 3×3 coordinate grid, where each area occupies exactly one of the nine tiles. The large structure at the ground level can be used as a measure for how big each singular tile is. In the described grid, there is always a main area, placed in the central tile of the grid. The central area stretches from ground level down to the magma sea, and consists of several large halls and corridors, concentrated into several clusters, each on a different depth and used for a different function. Generally, one of the hall clusters will be used for [[stockpile|storage]] and one as meeting areas, while the one near the magma sea will usually contain [[magma forge|magma powered forges]]. The large structure at the ground level also counts as part of this central area, and will always contain a downward ramp way and a [[trade depot]]. Depending on the history of the site, the surface area might also contain a [[tavern]] and a [[library]]. Underground, the central area will branch off into living areas containing [[bedroom]]s, and industrial areas, which may contain [[forge]]s, [[mason's workshop]]s, [[carpenter's workshop]]s, or [[tanner's shop]]s. Halls with statues are common there.&lt;br /&gt;
&lt;br /&gt;
[[File:Df_43_05_generatedfortress.PNG|thumb|center|400px|Inside the generated fortress in v43.05, on the industrial level (mason's workshops, forges and carpentry workshops are seen), with sculpture garden. Bedrooms with passages are on higher level.]]&lt;br /&gt;
&lt;br /&gt;
A typical bedroom in a generated fortress has 4 squares, two of them are occupied with bed and cabinet (with decent leather armor and different clothing) and linked by a 1-tile wide corridor. These areas always occupy the eight peripheral tiles surrounding the central tile in the coordinate grid. Living and industrial areas are often stacked upon one another, and linked with staircases. Additionally, living and industrial areas are always separated into different floors, meaning that peripheral map tiles on a given floor will all be either living areas or industrial dittos, while the floor below will be the opposite. Sometimes, the area may be generated without stairs to the ground level. You may exit the area by using Fast Travel (T). If an underground tunnel is connected to the fortress, it will also be accessible from the central area.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress mode ==&lt;br /&gt;
=== Nomenclature ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are [[Fortress name|named in a specific manner]], usually assigned at random, but can be set at [[embark]] time. The fortress also gains a title according to its population and economy, which is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name. In addition, the fort may be the home of monarchs of the surrounding land and gain an additional noble title.&lt;br /&gt;
&lt;br /&gt;
[[Immigration]] is the main driver of population growth. Each fortress title requires a certain level of population, created wealth and exported wealth. These can be configured in the [[Settings#Fortress_rank|Settings]]. The default requirements are listed below.&lt;br /&gt;
&lt;br /&gt;
Some fortress titles are required for various game mechanics, e.g. the appointment of landholders is ''not'' linked to your fortress rank; however, your fortress must attain a rank of '''Metropolis''' before you will be eligible to summon your [[monarch]]. In order to reach a specific rank, you must satisfy the Population requirement and '''one''' of the two Wealth requirements (either Created or Exported).&lt;br /&gt;
&lt;br /&gt;
The criteria listed below are the defaults - if you use Custom Difficulty settings, the &amp;quot;Economy population/production/trade trigger&amp;quot; values will be used instead. When the economy difficulty is set to hard, five times as much wealth is needed to progress to the next stage.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! colspan='2' | Fortress Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| {{Tooltip|5,000☼|25,000☼ on hard}}&lt;br /&gt;
| {{Tooltip|500☼|2,500☼ on hard}}&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| {{Tooltip|25,000☼|125,000☼ on hard}}&lt;br /&gt;
| {{Tooltip|25,00☼|12,500☼ on hard}}&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| {{Tooltip|100,000☼|500,000☼ on hard}}&lt;br /&gt;
| {{Tooltip|10,000☼|50,000☼ on hard}}&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| {{Tooltip|200,000☼|1,000,000☼ on hard}}&lt;br /&gt;
| {{Tooltip|20,000☼|100,000☼ on hard}}&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;| {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| {{Tooltip|300,000☼|1,500,000☼ on hard}}&lt;br /&gt;
| {{Tooltip|30,000☼|150,000☼ on hard}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' | Noble Title &lt;br /&gt;
! Description &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px;' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf;' | Barony capital&lt;br /&gt;
| &lt;br /&gt;
* Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | County capital&lt;br /&gt;
|&lt;br /&gt;
* Home of the [[Count|Count/Countess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf;' | Duchy capital&lt;br /&gt;
| &lt;br /&gt;
* Home of the [[Duke|Duke/Duchess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | Capital&lt;br /&gt;
|&lt;br /&gt;
* Home of the [[Monarch|King/Queen]]&lt;br /&gt;
* Capital of its civilization&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | Mountainhome&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch#Becoming_a_Mountainhome|Endgame achievement]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = geshud&lt;br /&gt;
| elvish  = abeco&lt;br /&gt;
| goblin  = snusp&lt;br /&gt;
| human   = thrathdad&lt;br /&gt;
}}&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hittemvvvhard&amp;diff=261608</id>
		<title>User:Hittemvvvhard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hittemvvvhard&amp;diff=261608"/>
		<updated>2022-02-06T10:57:00Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_toad&amp;diff=236084</id>
		<title>Giant toad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_toad&amp;diff=236084"/>
		<updated>2018-06-06T23:21:11Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: removed an unsourced bug where i could not find the source of in the bug tracker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|17:20, 16 February 2016 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=13-14&lt;br /&gt;
|fat=12&lt;br /&gt;
|bone=16-17&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{updated for v0.42|link=http://dwarffortresswiki.org/index.php?title=DF2014:Giant_toad&amp;amp;oldid=220646}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''giant toad''' is a large and dangerous version of the regular [[toad]].&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.42.04, giant toads were subterranean creatures (now known as &amp;quot;[[giant cave toad]]s&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant toads for their ''beauty''.&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|They]] are also known to spend their time programming obscure ASCII video games.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Performer&amp;diff=236078</id>
		<title>DF2014 Talk:Performer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Performer&amp;diff=236078"/>
		<updated>2018-06-06T19:18:58Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Performer apprenticeships? ==&lt;br /&gt;
&lt;br /&gt;
I've seen several visiting Bards that have masters, who are listed as bards when I look in legends.  Has anyone seem performers form new master/apprentice relationships once they arrived at a fortress?  Has anyone seen skill transfer from such a master/apprentice relationship? --[[User:2128|2128]] ([[User talk:2128|talk]]) 00:17, 14 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do Performers arrive for Temples? ==&lt;br /&gt;
&lt;br /&gt;
I have never had performers arrive at forts without a tavern/inn, even though they do perform in temples once they do arrive. I want to add that they specifically need a tavern/inn location, but I might just have gotten &amp;quot;unlucky&amp;quot; [[User:Hittemvvvhard|Hittemvvvhard]] ([[User talk:Hittemvvvhard|talk]]) 19:18, 6 June 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=236077</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=236077"/>
		<updated>2018-06-06T19:17:01Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Artist */ minor rewording, and changed Artist -&amp;gt; Performer, to make it consistent with the rest of the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:27, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunken or otherwise violent-oriented visitors—particularly goblins due to their [[ethic]]s—may start arguments which can escalate into potentially lethal brawls or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization.&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allows visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors leave after they complete all of their activities. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
&lt;br /&gt;
:''This visitor has come to relax.''&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
&lt;br /&gt;
:''This visitor has come to perform.''&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
&lt;br /&gt;
:''This visitor has come to study.''&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
==== Mercenary ====&lt;br /&gt;
&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
==== Monster slayer and beast hunter ====&lt;br /&gt;
&lt;br /&gt;
:''This visitor has come to slay beasts.''&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or to relax at a tavern.{{version|0.44.01}} After they socialize at a tavern for a while, they will petition for long-term residency. Once granted, they will go outdoors or deep below to slay beasts. They will not begin to slay beasts until they become a long-term resident.&lt;br /&gt;
&lt;br /&gt;
Monster slayers start arriving after a [[cavern]] is revealed. They come even if there are no unrestricted locations. Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Scout]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Scouts cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, a scout might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can petition to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. Aside from doing their main activities, long-term residents eat, drink, sleep, and perform other activities. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents, but not {{DFtext|Citizens only|6:1}}.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting it will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. Go to the {{k|l}}ocations menu, and on the first screen, select their name from the fort-wide occupation list, press {{k|Enter}} to reassign, and choose {{DFtext|Nobody|6:1}}. After this, the new citizens will become available for other occupations. Mercenaries will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Oats&amp;diff=236074</id>
		<title>Oats</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Oats&amp;diff=236074"/>
		<updated>2018-06-04T19:11:06Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: can not -&amp;gt; cannot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|14:13, 18 May 2015 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Oats''' is an [[aboveground]] [[crop]]. It can only be [[milling|milled]] into [[flour|oats flour]] and cannot be [[brewing|brewed]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] oats for their ''beer'', regardless {{Bug|0008226}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Avena sativa L.jpg|thumb|center|300px|Admired for its ''beer''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = usib | elvish = rifu | goblin = dalag | human = ceslaz}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Oats&amp;diff=236073</id>
		<title>Oats</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Oats&amp;diff=236073"/>
		<updated>2018-06-04T19:09:16Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: added a link to the bug report for dwarves liking oats for their beer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|14:13, 18 May 2015 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Oats''' is an [[aboveground]] [[crop]]. It can only be [[milling|milled]] into [[flour|oats flour]] and can not be [[brewing|brewed]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] oats for their ''beer'', regardless {{Bug|0008226}}.&lt;br /&gt;
&lt;br /&gt;
[[File:Avena sativa L.jpg|thumb|center|300px|Admired for its ''beer''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = usib | elvish = rifu | goblin = dalag | human = ceslaz}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Writer&amp;diff=236057</id>
		<title>Writer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Writer&amp;diff=236057"/>
		<updated>2018-06-02T15:48:15Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: fixed the &amp;quot;See also&amp;quot; paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:11, 8 May 2018 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Writer&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Writer''' is a [[skill]] which affects the organization and clarity of a written work. Skill in Writer improves how clearly the work conveys its intended topic(s). This is more important to educational or technical works than [[Wordsmith]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[wordsmith]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=236056</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=236056"/>
		<updated>2018-06-02T14:32:42Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Labor preferences */ added that migrants can bring equipment like picks with them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:33, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time once per season. Smaller migrant waves of 2 to 10 arrive in early seasons, followed by a large wave in the low double digits in the second spring, one year after embark (the maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include domestic animals, including both pets and stray livestock. Many also include [[child]]ren. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
Migrants will often have skills that match your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable in fortress mode like [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them.&lt;br /&gt;
&lt;br /&gt;
As of v0.34.03, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP affects only migration, it has no effect on pregnancies. You will need to alter STRICT_POPULATION_CAP in order to limit births.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well established (few towns or none) compared to a well established one.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if it has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here] and is also included in the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times the citizens can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=236055</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=236055"/>
		<updated>2018-06-02T14:19:38Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Labor preferences */ military tactics is actually obtainable in fortress mode now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:33, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time once per season. Smaller migrant waves of 2 to 10 arrive in early seasons, followed by a large wave in the low double digits in the second spring, one year after embark (the maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include domestic animals, including both pets and stray livestock. Many also include [[child]]ren. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
Migrants will often have skills that match your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable in fortress mode like [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
As of v0.34.03, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP affects only migration, it has no effect on pregnancies. You will need to alter STRICT_POPULATION_CAP in order to limit births.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well established (few towns or none) compared to a well established one.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if it has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here] and is also included in the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times the citizens can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Marriage&amp;diff=235943</id>
		<title>DF2014 Talk:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Marriage&amp;diff=235943"/>
		<updated>2018-05-18T17:19:34Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I have just had some migrants move in with two male dwarves married to each other.  I don't know if this is a bug, or a happy accident, or if DF is becoming more progressive.  Does anyone know for sure, and should the first line in the wiki be amended to just saying that &amp;quot;Two dwarfs can get married.&amp;quot; ? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:2601:2:4C00:A1:5F3:CC6A:9EB9:2CF3|2601:2:4C00:A1:5F3:CC6A:9EB9:2CF3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pregnancy &amp;amp;amp; Childbirth ==&lt;br /&gt;
I haven't had a chance to check/test in 0.40, however, in 0.34 a mother could give birth every 9.5 to 10 months.  I'll do some checking with my current for and update that with the data I gather if someone else hasn't done so by then. [[User:Krenshala|Krenshala]] ([[User talk:Krenshala|talk]]) 00:21, 4 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sham Marriages ==&lt;br /&gt;
Just an interesting note, ive had two cases where gay dwarves were married to someone of the opposite sex. Both migrated in married. Neither have had any children, so far. [[User:Disacorns|Disacorns]] ([[User talk:Disacorns|talk]]) 20:26, 30 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventurers in fort mode ==&lt;br /&gt;
&lt;br /&gt;
Can retired adventurers in fort mode marry? Also, can non-dwarf citizens marry each other, like two humans?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== fixing &amp;quot;will not marry&amp;quot; with DFhack ==&lt;br /&gt;
&lt;br /&gt;
i dont think this really fits in the main page, but in my experience, dwarf couples that are lovers and will not marry due to orientation traits, will never marry even if you use DFHack to &amp;quot;fix&amp;quot; their orientation. You will need to manually marry them (gui/family-affairs) [[User:Hittemvvvhard|Hittemvvvhard]] ([[User talk:Hittemvvvhard|talk]]) 17:19, 18 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Marriage&amp;diff=235942</id>
		<title>DF2014 Talk:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Marriage&amp;diff=235942"/>
		<updated>2018-05-18T17:19:24Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I have just had some migrants move in with two male dwarves married to each other.  I don't know if this is a bug, or a happy accident, or if DF is becoming more progressive.  Does anyone know for sure, and should the first line in the wiki be amended to just saying that &amp;quot;Two dwarfs can get married.&amp;quot; ? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:2601:2:4C00:A1:5F3:CC6A:9EB9:2CF3|2601:2:4C00:A1:5F3:CC6A:9EB9:2CF3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pregnancy &amp;amp;amp; Childbirth ==&lt;br /&gt;
I haven't had a chance to check/test in 0.40, however, in 0.34 a mother could give birth every 9.5 to 10 months.  I'll do some checking with my current for and update that with the data I gather if someone else hasn't done so by then. [[User:Krenshala|Krenshala]] ([[User talk:Krenshala|talk]]) 00:21, 4 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sham Marriages ==&lt;br /&gt;
Just an interesting note, ive had two cases where gay dwarves were married to someone of the opposite sex. Both migrated in married. Neither have had any children, so far. [[User:Disacorns|Disacorns]] ([[User talk:Disacorns|talk]]) 20:26, 30 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventurers in fort mode ==&lt;br /&gt;
&lt;br /&gt;
Can retired adventurers in fort mode marry? Also, can non-dwarf citizens marry each other, like two humans?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== fixing &amp;quot;will not marry&amp;quot; with DFhack&lt;br /&gt;
&lt;br /&gt;
i dont think this really fits in the main page, but in my experience, dwarf couples that are lovers and will not marry due to orientation traits, will never marry even if you use DFHack to &amp;quot;fix&amp;quot; their orientation. You will need to manually marry them (gui/family-affairs) [[User:Hittemvvvhard|Hittemvvvhard]] ([[User talk:Hittemvvvhard|talk]]) 17:19, 18 May 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hittemvvvhard&amp;diff=235894</id>
		<title>User:Hittemvvvhard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hittemvvvhard&amp;diff=235894"/>
		<updated>2018-05-07T20:53:41Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: Created page with &amp;quot;aka dutchling&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;aka dutchling&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chemist&amp;diff=235893</id>
		<title>Chemist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chemist&amp;diff=235893"/>
		<updated>2018-05-07T20:53:00Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: Changed quality rating from &amp;quot;Tattered&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:52, 7 May 2018 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Chemist&lt;br /&gt;
| profession = Scholar&lt;br /&gt;
| job name   = &lt;br /&gt;
| tasks      = * Ponder&lt;br /&gt;
* Discuss&lt;br /&gt;
* Research&lt;br /&gt;
| attributes =&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Chemist''' is a [[scholar]] skill. It is used by scholars when thinking about chemistry-related [[topics]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=235875</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Milk&amp;diff=235875"/>
		<updated>2018-05-06T08:54:51Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Bugs */  removed a bug that the bug tracker claims to be resolved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:07, 19 December 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{catbox|DF2014:Milkable}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Milk''' is a product [[extract]]ed from milkable [[creature]]s. Milk can be made into [[cheese]] or used in [[cook]]ing [[prepared meal]]s. It cannot be consumed &amp;quot;as is&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. In order to perform milking, you must have a dwarf with the [[milking]] labor active, a [[farmer's workshop]], an empty [[bucket]] and a mature, non-[[pet]], milkable animal.&lt;br /&gt;
&lt;br /&gt;
==Milkable creatures==&lt;br /&gt;
&lt;br /&gt;
The following creatures can be milked:&lt;br /&gt;
&lt;br /&gt;
*[[Alpaca]]&lt;br /&gt;
*[[Cow]]&lt;br /&gt;
*[[Donkey]]&lt;br /&gt;
*[[Goat]]&lt;br /&gt;
*[[Horse]]&lt;br /&gt;
*[[Kangaroo]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; and [[giant kangaroo]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Llama]]&lt;br /&gt;
*[[One-humped camel]]† and [[giant one-humped camel]]†&lt;br /&gt;
*[[Pig]]&lt;br /&gt;
*[[Purring maggot]]&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Reindeer]]&lt;br /&gt;
*[[Sheep]]&lt;br /&gt;
*[[Tapir]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; and [[giant tapir]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Two-humped camel]]† and [[giant two-humped camel]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
*[[Water buffalo]]&lt;br /&gt;
*[[Yak]]&lt;br /&gt;
&lt;br /&gt;
: † These animals are not domesticated and can't be brought on [[embark]]. Savage giant versions grant the same milk as the normal-sized species.&amp;lt;br&amp;gt;&lt;br /&gt;
: ‡ Purring maggots are an unusual case in that they are [[vermin]] and not livestock. They are currently bugged and can't be milked if tamed. {{Bug|3670}}.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Milking creatures==&lt;br /&gt;
&lt;br /&gt;
Queue a &amp;quot;Milk Creature&amp;quot; job at a [[farmer's workshop]]. The milker will not necessarily pick the closest animal available. Caging, pasturing or restraining the milkable creatures near the workshop might be a good idea, but is not mandatory. The animal must also have milk available. Once milked, the creature will be free to roam. If the creature was previously caged, pastured or restrained, some dwarf will be assigned the job of taking it back.&lt;br /&gt;
&lt;br /&gt;
Milk should eventually be transferred from its bucket into a [[barrel]] or [[large pot]] for long-term storage. If you plan to make [[cheese]], it's a good idea to let the milk accumulate so that you get stacks of cheese (up to size 5) instead of single (size 1) cheeses.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is defined in the raw files with the tag {{token|MILKABLE|creature|LOCAL_CREATURE_MAT:MILK:20000}}. All milkable creatures currently have this tag set to 20000 ticks, which, at roughly 1200 ticks per day, means they all can be milked every 17 game days. Due to this time-out, using {{k|r}}epeating jobs to milk creatures is infeasible if only a few milkable animals are available. Alternating repeating &amp;quot;Milk Creature&amp;quot; and &amp;quot;Make Cheese&amp;quot; jobs tend to work poorly, since transfer of the milk to storage can interfere with continued work, so that sooner or later the cheesemaking job will be cancelled, eventually canceling the milking job as well.&lt;br /&gt;
&lt;br /&gt;
A trick to maximise embark point returns is to take a minimum of 1 of each kind of milk. Milk costs only 1 point at embark and comes with a separate barrel for each type, effectively giving you free barrels.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: &amp;quot;Urist McMultitasking cancels job, handling dangerous animal&amp;quot;. They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
* It is unclear why pets cannot be milked; this seems to be a bug because milking is a requirement for some animals and presumably the Animal Care dwarf would be aware of this and oversee their regular milking. Perhaps there should be an option to assign a cage or restraint to milking so that it will be used automatically for pet animals?&lt;br /&gt;
* Tamed purring maggots can't be milked. {{Bug|3670}}&lt;br /&gt;
* After being milked, purring maggots are left inside the workshop as an item. {{Bug|3668}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dwarven milk does not in fact come from dwarves. This is generally a relief to human caravans, until they find out where it really [[purring maggot|comes from]].&lt;br /&gt;
&lt;br /&gt;
Because milk is not considered a drink, dwarves will not drink it, even if they are dying of [[thirst]]. Indeed, dwarves consider any drink that isn't alcoholic to be no better than water, and refuse to drink milk because it's of better use as cheese. Another theory is that dwarves refuse to imbibe milk because it would make them puny milk-drinkers. What is for certain, however, is that unlike in real life, dwarves have yet to discover how to make alcoholic fermented milk beverages, such as kumis or kefir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Extracts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant&amp;diff=231711</id>
		<title>Plant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant&amp;diff=231711"/>
		<updated>2017-07-06T21:27:35Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''For the article on farming plants, see [[Farming]]. For the article on crops, see [[Crops]].''&lt;br /&gt;
&lt;br /&gt;
A '''Plant''' is a regrowing natural resource. In Dwarf Fortress, they can be separated in four categories, all of which have different properties and uses.&lt;br /&gt;
&lt;br /&gt;
==Major types of plants==&lt;br /&gt;
===Crop===&lt;br /&gt;
''Main article: [[Crop]]''&lt;br /&gt;
&lt;br /&gt;
Crops can be planted from [[seed]]s and grown in [[farm]]s. These include [[Crop#Garden Plants|garden plants]] which can be bought at [[embark]]. There are above-ground as well as subterranean crops, both of which need soil or muddied rock to grow.&lt;br /&gt;
===Shrub===&lt;br /&gt;
''Main article: [[Shrub]]''&lt;br /&gt;
&lt;br /&gt;
Shrubs cannot be planted, and must be [[plant gathering|gathered]] from naturally-growing specimens.&lt;br /&gt;
===Tree===&lt;br /&gt;
''Main article: [[Tree]]''&lt;br /&gt;
&lt;br /&gt;
Trees are not farmable, and grow multiple z-levels, providing wood and possibly [[Plant#fruit|fruit]].&lt;br /&gt;
===Grass===&lt;br /&gt;
''Main article: [[Grass]]''&lt;br /&gt;
&lt;br /&gt;
Grasses form the natural ground cover of [[soil]] and muddied rock, and are necessary to feed [[grazer|grazing]] animals.&lt;br /&gt;
&lt;br /&gt;
==Plant growth==&lt;br /&gt;
Plants may have multiple different types of growths. Each growth can have different properties in terms of usages and edibility. In general, only plant growths which are usable in some fashion will be collected and stockpiled by dwarves.&lt;br /&gt;
&lt;br /&gt;
===Bulb===&lt;br /&gt;
Bulbs do not contain [[seed]]s.&lt;br /&gt;
===Flower===&lt;br /&gt;
Flowers do not contain [[seed]]s. Currently only [[date palm]] trees produce flowers that are usable in game.&lt;br /&gt;
===Leaf===&lt;br /&gt;
Leaves do not contain [[seed]]s. Currently most usable leaves are edible.&lt;br /&gt;
&lt;br /&gt;
In-game, the category &amp;quot;leaves&amp;quot; in the stocks screen includes most non-seed plant growths (leaves, fruit, [[flower]]s, etc.)&lt;br /&gt;
&lt;br /&gt;
An example of a common plant with useful leaves is the [[quarry bush]] which, when cooked, can produce large stacks of [[Cook#Prepared Meals|Prepared Food]].&lt;br /&gt;
&lt;br /&gt;
As most species of trees grow, they will produce leaves as a [[Tree#Growths|growth]]. Although these leaves will drop to the floor during the autumn seasons, they currently cannot be collected and have no use other than for atmospheric effect. Also, tree leaves cannot be cut away and they only disappear during the winter seasons or if the tree is chopped down. &lt;br /&gt;
&lt;br /&gt;
[[File:Tree+3.png|thumb|Leaves growing on an [[Apricot]] tree]]&lt;br /&gt;
===Nut===&lt;br /&gt;
A nut is a [[tree]] [[seed]] growth, usually edible.&lt;br /&gt;
===Pod===&lt;br /&gt;
A pod is a [[plant]] growth containing [[seed]]s. In comparison to [[fruit]], pods are thin structures, usually not edible.&lt;br /&gt;
===Fruit===&lt;br /&gt;
A fruit is a [[plant]] growth containing [[seed]]s. In comparison to [[pod]]s, fruit are larger structures, usually edible.&lt;br /&gt;
&lt;br /&gt;
Fruit may be produced by both [[crop]]s and [[Tree#Fruit|trees]].&lt;br /&gt;
==== Collection ====&lt;br /&gt;
In [[Fortress mode]] fruit can be picked, on the surface, by setting up a gathering [[zone]] ({{k|i}} then {{k|g}}). If there are any trees in the zone, a dwarf will pick up a [[stepladder]] or [[climber|climb]] the tree and drop the fruit to the ground, where it will be picked up by a dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
* [[Artichoke]] hearts&lt;br /&gt;
* [[Date palm]] flower stalks&lt;br /&gt;
* [[Lettuce]] leaves&lt;br /&gt;
* [[Mango]] fruit&lt;br /&gt;
* [[Pecan]] nuts&lt;br /&gt;
* [[String bean]] pods&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = erok&lt;br /&gt;
| elvish  = mana&lt;br /&gt;
| goblin  = tusnas&lt;br /&gt;
| human   = ona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{category|plants}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant&amp;diff=231710</id>
		<title>Plant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant&amp;diff=231710"/>
		<updated>2017-07-06T21:26:23Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: added : For a the article on farming plants, see Farming.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''For a the article on farming plants, see [[Farming]].''&lt;br /&gt;
&lt;br /&gt;
A '''Plant''' is a regrowing natural resource. In Dwarf Fortress, they can be separated in four categories, all of which have different properties and uses.&lt;br /&gt;
&lt;br /&gt;
==Major types of plants==&lt;br /&gt;
===Crop===&lt;br /&gt;
''Main article: [[Crop]]''&lt;br /&gt;
&lt;br /&gt;
Crops can be planted from [[seed]]s and grown in [[farm]]s. These include [[Crop#Garden Plants|garden plants]] which can be bought at [[embark]]. There are above-ground as well as subterranean crops, both of which need soil or muddied rock to grow.&lt;br /&gt;
===Shrub===&lt;br /&gt;
''Main article: [[Shrub]]''&lt;br /&gt;
&lt;br /&gt;
Shrubs cannot be planted, and must be [[plant gathering|gathered]] from naturally-growing specimens.&lt;br /&gt;
===Tree===&lt;br /&gt;
''Main article: [[Tree]]''&lt;br /&gt;
&lt;br /&gt;
Trees are not farmable, and grow multiple z-levels, providing wood and possibly [[Plant#fruit|fruit]].&lt;br /&gt;
===Grass===&lt;br /&gt;
''Main article: [[Grass]]''&lt;br /&gt;
&lt;br /&gt;
Grasses form the natural ground cover of [[soil]] and muddied rock, and are necessary to feed [[grazer|grazing]] animals.&lt;br /&gt;
&lt;br /&gt;
==Plant growth==&lt;br /&gt;
Plants may have multiple different types of growths. Each growth can have different properties in terms of usages and edibility. In general, only plant growths which are usable in some fashion will be collected and stockpiled by dwarves.&lt;br /&gt;
&lt;br /&gt;
===Bulb===&lt;br /&gt;
Bulbs do not contain [[seed]]s.&lt;br /&gt;
===Flower===&lt;br /&gt;
Flowers do not contain [[seed]]s. Currently only [[date palm]] trees produce flowers that are usable in game.&lt;br /&gt;
===Leaf===&lt;br /&gt;
Leaves do not contain [[seed]]s. Currently most usable leaves are edible.&lt;br /&gt;
&lt;br /&gt;
In-game, the category &amp;quot;leaves&amp;quot; in the stocks screen includes most non-seed plant growths (leaves, fruit, [[flower]]s, etc.)&lt;br /&gt;
&lt;br /&gt;
An example of a common plant with useful leaves is the [[quarry bush]] which, when cooked, can produce large stacks of [[Cook#Prepared Meals|Prepared Food]].&lt;br /&gt;
&lt;br /&gt;
As most species of trees grow, they will produce leaves as a [[Tree#Growths|growth]]. Although these leaves will drop to the floor during the autumn seasons, they currently cannot be collected and have no use other than for atmospheric effect. Also, tree leaves cannot be cut away and they only disappear during the winter seasons or if the tree is chopped down. &lt;br /&gt;
&lt;br /&gt;
[[File:Tree+3.png|thumb|Leaves growing on an [[Apricot]] tree]]&lt;br /&gt;
===Nut===&lt;br /&gt;
A nut is a [[tree]] [[seed]] growth, usually edible.&lt;br /&gt;
===Pod===&lt;br /&gt;
A pod is a [[plant]] growth containing [[seed]]s. In comparison to [[fruit]], pods are thin structures, usually not edible.&lt;br /&gt;
===Fruit===&lt;br /&gt;
A fruit is a [[plant]] growth containing [[seed]]s. In comparison to [[pod]]s, fruit are larger structures, usually edible.&lt;br /&gt;
&lt;br /&gt;
Fruit may be produced by both [[crop]]s and [[Tree#Fruit|trees]].&lt;br /&gt;
==== Collection ====&lt;br /&gt;
In [[Fortress mode]] fruit can be picked, on the surface, by setting up a gathering [[zone]] ({{k|i}} then {{k|g}}). If there are any trees in the zone, a dwarf will pick up a [[stepladder]] or [[climber|climb]] the tree and drop the fruit to the ground, where it will be picked up by a dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
* [[Artichoke]] hearts&lt;br /&gt;
* [[Date palm]] flower stalks&lt;br /&gt;
* [[Lettuce]] leaves&lt;br /&gt;
* [[Mango]] fruit&lt;br /&gt;
* [[Pecan]] nuts&lt;br /&gt;
* [[String bean]] pods&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = erok&lt;br /&gt;
| elvish  = mana&lt;br /&gt;
| goblin  = tusnas&lt;br /&gt;
| human   = ona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{category|plants}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Administrator&amp;diff=231676</id>
		<title>Administrator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Administrator&amp;diff=231676"/>
		<updated>2017-07-02T15:19:58Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:43, 9 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Administrator''' is a categorial [[Labor|profession]]. [[Skill]]s that fall into this category have to do with fortress administration and oversight, though it includes [[architect]]ure as well. The profession is special in that, excepting building designers (the oddball of the group), administrator skills are practiced by appointed [[nobles]] instead of as labors. The organizer skill is also used during military training.&lt;br /&gt;
&lt;br /&gt;
Dwarves whose highest skill falls into this category as known as administrators, except for those who have achieved Grand Master or higher, whose profession is renamed to their skill. &lt;br /&gt;
Dwarves with more than one grand master skill in this area are again renamed to administrators. Noble appointments override skill names, so practicing administrators are named [[broker]]s, [[clerk]]s, and [[manager]]s, not administrators.&lt;br /&gt;
&lt;br /&gt;
The Administrator skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=231261</id>
		<title>Building destroyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=231261"/>
		<updated>2017-06-12T14:07:05Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Annoying Variety */ changed giant  toad to giant cave toad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:27, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Building destroyers''' are creatures with the {{token|BUILDINGDESTROYER|c}} token and will actively seek out various [[furniture|furnishings]], [[workshop]]s and other [[building]]s and topple or destroy them. They come in two varieties, the first being annoying, and the second dangerous.  Most buildings will be &amp;quot;toppled&amp;quot; (deconstructed), leaving the building material or furniture unbuilt but otherwise unharmed, however [[door]]s, [[hatch cover]]s, and [[floodgate]]s will be damaged until destroyed, not deconstructed.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are, and will generally charge a building from 10 tiles away, with the exception of forgotten beasts and (semi-)megabeasts. Plan your [[defense guide|defenses]] accordingly.  Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.&lt;br /&gt;
&lt;br /&gt;
The time it takes for a building destroyer to destroy a building depends on the [[quality]] of the the building.  [[Artifact]] quality furniture can never be damaged or destroyed, but some kinds of artifact furniture will be deconstructed by a building destroyer, given enough time: for instance, artifact statues will eventually be deconstructed; artifact hatch covers never will.&lt;br /&gt;
&lt;br /&gt;
Building destroyers will destroy nearly '''all''' types of buildings they can reach, whether or not they block their path - [[door]]s, [[floodgate]]s, [[hatch]] covers, vertical/horizontal [[bars]], floor/wall [[grate]]s, [[statue]]s, [[workshop]]s, and even furniture are vulnerable.  The only buildings that will be spared by a building destroyer are [[well]]s, [[bridge]]s, [[road]]s, [[trap]]s (including [[lever]]s and track stops), [[animal trap]]s, [[chain]]s, [[cage]]s, [[stockpile]]s, and [[Trap#Upright Spear/Spike|upright weapon]]s. They can destroy most furniture and buildings from a lower [[z-level]] when a valid path exists to that furniture, though locked hatches and closed grates are safe as long as no alternative paths exist. Building destroyers will path to and destroy even opened (or stuck open) doors, hatches, floodgates, or vertical bars.  They will cause damage to any attached mechanisms during building destruction, sometimes leading to the unlinking of furniture to a lever before the furniture in question is fully destroyed.&lt;br /&gt;
&lt;br /&gt;
==Destroying from underneath==&lt;br /&gt;
&lt;br /&gt;
Building destroyers cannot destroy buildings unless they can path to the building on the building's z-level.  This means that building destroyers cannot destroy, for instance, a forbidden hatch above them (note that non-forbidden, i.e. passable, hatches are vulnerable!), or a magma forge from the magma underneath it '''unless''' a clear alternate path to the building exists. &lt;br /&gt;
&lt;br /&gt;
Building destroyers can destroy buildings from the z-level below while standing on a ramp or stairs that leads up to the building's z-level.&lt;br /&gt;
&lt;br /&gt;
Building destroyers cannot destroy closed floodgates or locked doors from a ramp leading up to the level of those buildings unless there is an open path to the same level.  This was tested with trolls, in an entrance-way accessed by both lever-controlled floodgates and a manually locked door.  Ramps led up to the floodgates and the door.  When both were closed, the trolls showed no interest.  When the door was unlocked, a troll began to destroy it.  When the door was locked again, the troll went away.  When the floodgates were opened, a troll returned and destroyed the locked door from the ramp outside, while the open floodgates were also apparently being destroyed from the ramps by other trolls.  This may be related to the bug where Dwarves appear to be building diagonally as long as they can access the spot orthogonally.  It is unknown whether this applies to an open path extending through the full length of a fortress, rather than just a few steps away through open floodgates.&lt;br /&gt;
&lt;br /&gt;
Consider the following diagrams, as viewed from the side:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 &lt;br /&gt;
 ╔════&lt;br /&gt;
═╝ [#0FF]+&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer cannot pass through the cyan door while it is forbidden, but the instant the door becomes unforbidden, the building destroyer will destroy the door-- from the tile on which it stands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 &lt;br /&gt;
 ╔════&lt;br /&gt;
═╝[#0FF]¢&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the cyan hatch cannot be destroyed while it is forbidden, but when it is unforbidden, the {{Raw Tile|B|#F00|#000}}uilding destroyer will destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝  [#0FF]+&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will stand on the ramp and destroy the door (or any other furniture), regardless of whether the door is forbidden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
&lt;br /&gt;
 ╔═══╗&lt;br /&gt;
═╝ [#0FF]+ ╚&lt;br /&gt;
 [#F00]B▲║▲&lt;br /&gt;
═══╩══&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will be unable to pass the door if it's forbidden; should it become unforbidden, the building destroyer will ignore the door (probably passing through in order to target a different piece of furniture).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 &lt;br /&gt;
 ╔══════&lt;br /&gt;
═╝ [#0FF]+  &amp;gt;&lt;br /&gt;
[#F00]B&amp;gt;▲╔═╗X╔&lt;br /&gt;
╗X═╩═╝X║&lt;br /&gt;
║&amp;lt;    &amp;lt;║&lt;br /&gt;
╚══════╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer has path to a square from which it can destroy the cyan door-- thus, '''it can destroy the door, even if forbidden, from the tile directly in front of it.'''&lt;br /&gt;
&lt;br /&gt;
==Annoying Variety==&lt;br /&gt;
When the value is '''1''', the creature will go after [[statue]]s, [[window]]s (glass or gem), [[archery target]]s, [[slab]]s, wooden [[door]]s, and wooden [[hatch]]es. They can't destroy homes during world gen as (semi)megabeasts.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:1] creatures:'''&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant cave spider]]&lt;br /&gt;
*[[Giant desert scorpion]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Giant cave toad]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Dangerous&amp;lt;/s&amp;gt; Fun Variety==&lt;br /&gt;
When the value is '''2''' the creature will actively seek out [[building]]s and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. [[Construction]]s (walls, staircase, floors, etc.) are still safe, since they're processed the same way natural terrain is for most situations. &lt;br /&gt;
&lt;br /&gt;
The simplest way to keep building destroyer 2's from targets is with walls or channels.  A [[bridge|drawbridge]] will act like a constructed wall ''(if up)'' or floor ''(if down)'', blocking building destroyer 2's without that danger of being destroyed.&lt;br /&gt;
&lt;br /&gt;
Tame animals still carry their building destroyer tokens, and have been observed to occasionally topple a statue.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:2] creatures:'''&lt;br /&gt;
*[[Amethyst man]]&lt;br /&gt;
*[[Blind cave ogre]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Cave dragon]]&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Fire man]]&lt;br /&gt;
*[[Gabbro man]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Iron man]]&lt;br /&gt;
*[[Magma man]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mud man]]&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
*[[Yeti]]&lt;br /&gt;
*All [[forgotten beast]]s, [[titan]]s, and [[demon]]s&lt;br /&gt;
*[[Werebeast]]s (in werebeast form only)&lt;br /&gt;
&lt;br /&gt;
See the [[Modding guide]] for more information on creature tokens.&lt;br /&gt;
&lt;br /&gt;
==Capture==&lt;br /&gt;
&lt;br /&gt;
Considering a good part of the building destroyers are useful to capture, and that most of them are not trapavoid, you can easily trap them with the right arrangement of cage traps, furniture and walls.&lt;br /&gt;
&lt;br /&gt;
See [[Trap design]] for more information on this subject. &lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
All [[undead]] building destroyers also gain the ability to destroy wooden [[support]]s, which generally ends poorly for the creature.&lt;br /&gt;
&lt;br /&gt;
Due to the way undeath is classified, &amp;quot;non-living&amp;quot; creatures such as [[magma man|magma men]], [[bronze colossus]]es, and inorganic [[forgotten beast]]s/[[titan]]s are also considered to be undead.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Building destroyers can, and will, destroy buildings even if there's one tile of empty space between them and the building. {{Bug|4585}}  In fact, they cannot destroy immediately adjacent buildings, and they can become stuck if they start destroying the building while adjacent. This can be a result of a fight, for instance when a Forgotten Beast kills the last defender while standing in such a spot, then it won't move to a better suiting position and will stand idling, unless killed or distracted.&lt;br /&gt;
&lt;br /&gt;
[[ru:Building destroyer]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crundle&amp;diff=231239</id>
		<title>Crundle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crundle&amp;diff=231239"/>
		<updated>2017-06-10T22:00:24Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:13, 22 August 2016 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=2-4&lt;br /&gt;
|meat=2-6&lt;br /&gt;
|fat=2-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Crundles.png|thumb|left|Crundles should present no problems to an experienced adventurer.]]&lt;br /&gt;
&lt;br /&gt;
The '''crundle''' is a small, imp-like, reptilian [[creature]] that roams the [[caverns]] in great packs under the earth. They tend to arrive at a fort in large groups and are very common, probably more common than any other type of underground wildlife except possibly [[elk bird]]s. All crundles are born adults and possess Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
They tend to be rather weak and cowardly even in packs, and are not especially aggressive. They CAN however maim or even kill an unarmed [[dwarf]] on a lucky hit, but are generally the least dangerous of all underground creatures. They are still annoying because they will often interrupt your dwarves who perform useful jobs down in the caverns. Thanks to their numbers, wild crundles can be useful for [[Live training|training]] your [[military]].&lt;br /&gt;
&lt;br /&gt;
If you rely on traps to defend your fortress, it should be noted that [[trap design|pit traps]] are fairly ineffective against crundles. They require a long fall to be killed on impact. Unless, of course, the ground is flooded with [[syndrome|poison]], [[Trap#Upright_Spear.2FSpike|spikes]], or best of all, [[magma]]. They can be caught in [[cage trap]]s and [[weapon trap]]s with basic weapons are generally enough to severely injure or kill them.&lt;br /&gt;
&lt;br /&gt;
Crundles can be trained, and are rather prolific [[egg]]-layers, making them viable for [[egg production]]. They can also be bred for [[meat]], although there are better animals around since crundles do not provide [[leather]]. As they are born as adults, they can never be domesticated. Trained crundles can be used in fortress defense designs, but they should only be used as meatshields and/or distractions because they are very poor fighters. Overall crundles are poor choices for training (but provide good experience for your [[animal trainer]]s since they need frequent retraining) when there are [[giant cave spider|many]] [[cave crocodile|more]] [[jabberer|interesting]] [[rutherer|creatures]] in the caverns.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] crundles for their ''nervous energy''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maul&amp;diff=231214</id>
		<title>Maul</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maul&amp;diff=231214"/>
		<updated>2017-06-09T04:47:07Z</updated>

		<summary type="html">&lt;p&gt;Hittemvvvhard: made the article a little less harsh about the quality of mauls, as it heavily implied human caravans cannot bring you high quality weapons&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|21:12, 28 April 2013 (UTC)}}&lt;br /&gt;
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:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
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A '''maul''' is a [[attack types|blunt]] [[weapon]] that is essentially a very large [[war hammer]] (similar to a modern-day sledgehammer). Mauls are more than three times larger than standard war hammers, with a similar &amp;quot;bash&amp;quot; attack. Mauls also have a 10x larger contact area and greatly reduced penetration, which unfortunately reduces their effectiveness. &lt;br /&gt;
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Mauls use and train the [[hammerdwarf]] skill. Being foreign weapons, dwarves cannot [[forge]] mauls, limiting supply to whatever specimens can be traded from human [[caravan]]s (which can never be [[steel]] ones, but can be of masterwork [[quality]] if you're lucky) and scavenged from invaders. Although, it is possible that a dwarf in a [[strange mood]] craft a maul as a [[legendary artifact]].&lt;br /&gt;
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[[Weapon#Size|Due to the size of mauls]], most dwarves are unable to equip them. With height and broadness modifiers, some dwarves ''should'' be able to use a maul, and a select few might manage to do so one-handed. Unfortunately, due to a [[#Bugs|bug]], mauls cannot currently be equipped by any dwarves, but they work really well inside a [[Weapon trap|Weapon Trap]]. Alternatively you can grant residency to Human [[visitors]] and have them wield them for you.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
In fortress mode, one-handed vs. two-handed checks are performed correctly, but can wield vs. can't wield ignores height and broadness modifiers, so dwarves cannot equip mauls.{{Bug|0005812}} See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this forum post] for details.&lt;br /&gt;
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{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_MAUL}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>
	</entry>
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