<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hurgal</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hurgal"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Hurgal"/>
	<updated>2026-04-07T06:19:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=25002</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=25002"/>
		<updated>2009-03-22T19:04:34Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: /* Ice as a stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold seasons. Any water that is [[above ground]] will freeze during the cold time, but it will stay wet if it is on [[subterranean]] tiles.&lt;br /&gt;
&lt;br /&gt;
A water tile with 1 depth will freeze to create ice floor. A tile of water deeper than 1 will freeze into an '''ice wall''', creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. As there is no thin ice, the floor can be walked on freely. Ice walls can be [[mine]]d like any other natural wall. The ice wall will melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive, which can keep ponds full if rain only fills them up to 2/7. An ice floor will also melt, leaving 1 water if it was smoothed or engraved.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined out, creating [[Ice#Ice as a stone|stones]] of ice that melt into thin air come spring. This makes winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
Entire water supplies can become completely frozen upon winter in colder areas. This can depopulate an entire fortress with rapidity in the first winter if they're unprepared. To counter this, make a [[cistern]] inside beforehand or brew enough [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
== Ice as a stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;water.&amp;quot; It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Icy constructions ==&lt;br /&gt;
&lt;br /&gt;
All constructions are entirely indestructible. Entire fortresses can be built of ice in temperate climates equally impervious to catapults, the summer sun, or a thousand tons of boiling lava. If constructions of ice are dismantled during the warm season, they will melt into thin air.&lt;br /&gt;
&lt;br /&gt;
== Ice as hazard ==&lt;br /&gt;
&lt;br /&gt;
Watch out when digging through ice into ([[subterranean]]) unfrozen water resorts. The space cleared by the miner will freeze solid again instantly, encasing the advancing miner into a wall of ice. This means not only the loss of a valuable [[dwarf]], but also of his now inaccessible equipment.&lt;br /&gt;
&lt;br /&gt;
Additionally, surface ponds which go through a freeze/thaw cycle (on Temperate and Cold maps) can be hazardous, as your dwarves will treat the ice as a normal surface when moving about. Spring thaws happen suddenly and without warning, and dwarves in the midst of crossing a frozen pond will find themselves suddenly swimming in depth 7 water. You can avoid this by marking restricted traffic zones over ponds in high traffic areas.&lt;br /&gt;
&lt;br /&gt;
== Melting outdoor ice ==&lt;br /&gt;
&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with [[magma]]. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;br /&gt;
&lt;br /&gt;
If you would like to transport magma to heat a frozen [[brook]] or other such feature that is very far away from the magma pipe, try to use a magma duct that is nearly as wide as the area you intend to fill. Otherwise, magma will tend to evaporate as it disperses from a narrow duct to a wider area. &lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Map_tiles]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Export&amp;diff=28786</id>
		<title>40d:Export</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Export&amp;diff=28786"/>
		<updated>2009-01-27T20:10:00Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Exports''' are the goods your [[dwarves]] trade to the outside world via [[caravan]] trade, in exchange for the goods offered by the caravans. Any object your dwarves make (except legendary [[artifacts]]) can be traded, but it is obviously sensible to trade out useless, inferior, or surplus items, like [[crafts]] or captured [[clothes]] your dwarves can't wear.&lt;br /&gt;
&lt;br /&gt;
The total value of exported goods can be seen on the [[status]] screen, if your [[broker]] is at least a novice [[appraiser]].  Exporting a large value of goods is believed to attract larger caravans in future. The exported wealth of a current trade session is added to the value in the status window as soon as the caravan has left the screen.&lt;br /&gt;
&lt;br /&gt;
Dwarven and [[Human]] caravans are accompanied by a trade [[liaison]] or guild representative. The liaison will meet with your [[broker]] or [[leader]] to negotiate a [[trade agreement]]. When the caravan returns the following year, they will pay a higher price for the requested goods. &lt;br /&gt;
&lt;br /&gt;
[[Nobles]] can issue [[mandate]]s banning a certain good from export.&lt;br /&gt;
&lt;br /&gt;
[[Category:Economy]]&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unconscious&amp;diff=26766</id>
		<title>40d:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unconscious&amp;diff=26766"/>
		<updated>2009-01-01T00:40:19Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a [[Dwarf]] or other animal is caught by a dust cloud or sustains head damage in battle etc. it will fall unconscious. This means that the animal or Dwarf cannot move or enter combat. It is vulnerable to attacks.&lt;br /&gt;
A dwarf knocked unconscious in combat will need to be carried back to a [[bed]] by a conscious dwarf or by a trained animal.&lt;br /&gt;
If the dwarf or animal was injured in combat, upon awakening it will require food and water. When unconscious you will not be able to make it do any jobs.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[trap]]s will activate for any unconscious entity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=11425</id>
		<title>40d:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=11425"/>
		<updated>2008-12-28T15:01:59Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: /* Experience granted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #848&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = [[Architecture]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
}}&lt;br /&gt;
The '''building designer''' [[skill]] is used in the construction of certain [[building]]s.  Its corresponding [[labor]] is '''architecture'''.  Building designer has no influence on the speed with which such buildings are constructed; its only effect is to influence the [[quality]] of designed buildings, which has only modest benefits.&lt;br /&gt;
&lt;br /&gt;
== Using architecture ==&lt;br /&gt;
&lt;br /&gt;
The building types that require architecture are:&lt;br /&gt;
&lt;br /&gt;
* [[Archery target]]s&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* All [[furnace]]s&lt;br /&gt;
* Paved [[road]]s&lt;br /&gt;
* [[Screw pump]]s&lt;br /&gt;
* [[Shop]]s&lt;br /&gt;
* [[Support]]s&lt;br /&gt;
* [[Trade depot]]s&lt;br /&gt;
* [[Waterwheel]]s&lt;br /&gt;
* [[Well]]s&lt;br /&gt;
* [[Windmill]]s&lt;br /&gt;
&lt;br /&gt;
When building structures that require architecture, it is the architect who carries the building materials to the site and clears it of debris.  The building is then built in two stages: the first performed by the architect, the second by a [[mason]] (if the building built from [[stone]], stone [[block]]s, or [[glass]] blocks); a [[carpenter]] (if it is built from [[log]]s or wood blocks); or a [[metalsmith]] (if it is built from metal [[bar]]s or blocks).&lt;br /&gt;
&lt;br /&gt;
== Speed of construction ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill does not increase the speed with which buildings are designed: a no-skill building designer and a legendary designer will both design buildings at an identical rate.  (The influence of [[agility]] remains untested at this time.)  The level of the secondary skill (masonry, etc.) also has no influence on the speed of construction.  This makes the building designer skill of very limited value, having only an effect on the designed building's [[quality]].  &lt;br /&gt;
&lt;br /&gt;
Buildings which require a variable amount of materials (namely, [[bridge]]s and [[road]]s) will be built at a rate proportional to the amount of material used.  Buildings which require a set number of materials to construct (such as a [[trade depot]] or a [[support]]) will all be built at the same rate, once the needed materials are all assembled.  &lt;br /&gt;
&lt;br /&gt;
Bridges and roads will take longer to build than those that require a set number of materials, even when comparing, say, a one-tile road (one stone) to a three stone [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
== Experience granted ==&lt;br /&gt;
&lt;br /&gt;
Building a &amp;quot;designed&amp;quot; building grants 30 points of [[experience]] in building designer to the architect and 10 points in mason/carpenter/metalsmith to whomever finishes the structure (this may be the architect as well, if he or she has the appropriate labor enabled).  Any of the [[armoring]], [[weaponsmithing]], [[blacksmithing]], or [[metalcrafting]] labors will be used if the building is made of metal, though only metalsmith experience will be granted.&lt;br /&gt;
&lt;br /&gt;
The architectural experience will be awarded at the end of the &amp;quot;designing&amp;quot; stage, but the masonry (or other) experience will be awarded when the dwarf ''begins'' the second stage of building, making it possibly the only task in the game where experience is awarded when it is commenced, not when it is completed.&lt;br /&gt;
&lt;br /&gt;
== Training methods ==&lt;br /&gt;
&lt;br /&gt;
A relatively easy way to train a dwarf's building designer skill is to place many [[support]]s in a recently mined hall. So long as the architect's [[masonry]] labor is disabled, the architect can use nearby stone to design the supports and gain experience without making a mess. The stone can be immediately reused after cancelling the construction of the supports.&lt;br /&gt;
&lt;br /&gt;
== Building quality ==&lt;br /&gt;
&lt;br /&gt;
Building designer skill influences the [[quality]] of &amp;quot;designed&amp;quot; buildings (those listed above).  It is not yet known if the quality of the building is determined by the skill of the architect, the skill of the builder (mason/etc.), or both.  Buildings that do not involve an architect do not have any quality (aside from &amp;quot;built&amp;quot; [[furniture]] -- tables, statues, doors, etc.).&lt;br /&gt;
&lt;br /&gt;
Building quality has only two effects in-game: high-quality buildings can occasionally trigger a happy [[thought]] in dwarves who notice them, and higher-quality buildings will boost your fort's overall architectural wealth (as displayed in the &amp;quot;created wealth&amp;quot; section of the [[status]] screen).  The first effect is usually easy to achieve by using high-quality furniture, however, and the second effect is minimal unless you make your buildings out of high-value materials (such as [[gold]]).&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork structure will not cause its creator to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Archery_target&amp;diff=18148</id>
		<title>40d:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Archery_target&amp;diff=18148"/>
		<updated>2008-12-19T11:06:10Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: /* Creating an Archery range */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''An archery target''' is a building used to improve the [[marksdwarf]] skill. An archery range is the [[room]] defined from an archery target.&lt;br /&gt;
&lt;br /&gt;
==Creating an Archery range==&lt;br /&gt;
&lt;br /&gt;
#To create a target, open the {{k|b}}uild menu and select {{k|A}}rchery target. It uses one [[stone]], [[log]], [[bar]] or [[block]] and requires the [[architecture]] [[skill]] to finish.&lt;br /&gt;
#Once constructed, an archery range must be defined from the archery target. Open the buildings menu ({{k|q}}) and select the target. Select &amp;quot;Make archery {{k|r}}ange&amp;quot; and define its size using {{k|+}} / {{k|-}}.&lt;br /&gt;
#After choosing the size of the archery range you must decide on the shooting direction using {{k|w}}, {{k|a}}, {{k|s}}, or {{k|d}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Only one marksdwarf seems to practice at an archery range at a time, regardless of how many targets it contains.  You can enable multiple [[dwarves]] to practice in the same room by defining an archery range on each target.&lt;br /&gt;
*An archery range requires a minimum length of 3 squares - the one the archery target is on, one empty square, and one for the marksdwarf to stand on. Otherwise the marksdwarf will complain that there is no floor space and refuse to train.&lt;br /&gt;
*Having a longer length range seems to make marksdwarves miss more often. Since bolts which fall a [[z-level]] are not destroyed{{ver|0.27.176.38c}}, you can combine this with a channel behind or around the archery range to collect the bolts and reuse them.&lt;br /&gt;
**Note that this results in stacks of a single bolt, meaning a lot of hauling jobs and a far slower training regime as your dwarves have to reload 25 times as often.&lt;br /&gt;
*One method to readily create long ranges without requiring a large square space is to build long walls before designating the archery target &amp;quot;room&amp;quot;, thereby constraining the space. The walls can be removed after room designation if so desired.&lt;br /&gt;
&lt;br /&gt;
==Using an Archery range==&lt;br /&gt;
&lt;br /&gt;
Only off-duty [[military]] [[dwarves]] equipped with [[crossbow]]s will use archery ranges. You can switch a squad to off-duty by accessing the {{k|m}}ilitary menu, {{k|v}}iewing the appropriate squad, and setting it to off-du{{k|t}}y.&lt;br /&gt;
&lt;br /&gt;
Shooting requires a [[crossbow]] and [[wood]]en or [[bone]] [[bolt]]s. ([[Metal]] bolts are considered too valuable for practice and will not be used.) Bolts which hit a target are destroyed and cannot be reclaimed, and will form a small rubble pile that will be cleaned up by a dwarf with the [[cleaning]] labor enabled (whether or not the range is in use at the time!).  &lt;br /&gt;
&lt;br /&gt;
For further information on training martial skills, see [[sparring]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25833</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25833"/>
		<updated>2008-12-03T22:47:19Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: /* Fractal designs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many ways to design the layout of [[bedroom]]s.  Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[barracks]]. The smallest ''bedroom design'' possible is a corridor with with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[dwarven economy]] kicks in, and a wide range of [[room]] qualities are needed. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Communal barracks ==&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds and a single [[weapon rack]] in a room, designate a [[barracks]] from the rack (do not assign the rack to anyone), and, voila, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters.  (Dwarves will sleep on the floor of the barracks if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to get upset when their [[Noble#Room_Requirements_Summary|requirements]] are not met.)&lt;br /&gt;
&lt;br /&gt;
More than one barracks can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
[[Image:square_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
[[Image:line_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║}}&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
|╠|═|═|╬|═|═|╬|═|═|╬|═|═|╣&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝}}&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║|.|.&lt;br /&gt;
|╠|═|╣|X|╚|═|╩|═|╝|X|╚|═|╝|.|.&lt;br /&gt;
|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|.}}&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|║|.|.|║|.|.&lt;br /&gt;
|║|.|┼|╝|.|.|.|.|.|╚|┼|.|║|.|.&lt;br /&gt;
|╠|═|╣|X|╔|═|╦|═|╗|X|╠|═|╣|.|.&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.}}&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|θ|╚|╣|X|╠|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|.|┼|╦|┼|╬|═|╩|╗|\|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|║|.|╔|╬|═|═|╬|╝|.|║|.|θ|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╩|┼|.|.|║|θ|.|║|.|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|╠|╗|θ|╠|╦|═|╬|┼|╩|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╦|┼|╬|═|╩|╣|θ|╚|╣|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|.|║|.|θ|║|.|.|┼|╦|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|θ|.|║|.|╔|╬|═|═|╬|╝|.|║|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|╚|╦|═|╬|┼|╩|┼|.|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╣|X|╠|╗|θ|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|÷|╚|╝|X|╚|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|╥|.|.|.|╚|═|╩|╗|\|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|║|.|╔|╝|.|╤|.|╥|.|.|.|÷|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╝|.|.|.|.|╤|.|╤|╥|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|.|╥|╤|.|.|.|.|.|╚|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╗|.|.|.|.|.|╤|╥|.|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|╥|╤|.|╤|.|.|.|.|╔|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|÷|.|.|.|╥|.|╤|.|╔|╝|.|║|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|╚|╦|═|╗|.|.|.|╥|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╗|X|╔|╗|÷|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\}}&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accomodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accomodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (I'm not sure how much movement stairs take).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decentralized living==&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public barracks and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the Barrack and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues.  This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pacifier&amp;diff=29329</id>
		<title>40d:Pacifier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pacifier&amp;diff=29329"/>
		<updated>2008-12-02T22:27:20Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pacifier is a social [[skill]]. It appears to be useful for calming down tantruming dwarves. It has been observed that an angry dwarf has stopped and calmed down after talking with someone with Novice [[Consoler]] or Novice Pacifier. This is indicated within its thoughts/mood screen.&lt;br /&gt;
&lt;br /&gt;
Pacifier produces the thoughts: &amp;quot;...yelled at somebody in charge and felt &amp;lt;a little / a lot&amp;gt; better afterward.&amp;quot; and &amp;quot;... was yelled at by an unhappy citizen recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Skilled pacifiers probably calm dwarves down more easily. Sometimes an attempt to pacify someone will fail. The chance of this is likely also decreased by skill in pacification.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Warthog&amp;diff=45035</id>
		<title>40d:Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Warthog&amp;diff=45035"/>
		<updated>2008-11-27T17:52:25Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Warthog|symbol=w|color={{COLOR:6:0:0}}|bones=5|chunks=5|meat=5|fat=4|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Tropical Savana&lt;br /&gt;
* Tropical Grassland&lt;br /&gt;
* Tropical Shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Warthogs''' are glorified pigs preferring hot biomes and are neither remarkable or interesting in any particular way. Dwarfs will interrupt work to run from them if they spot one.  Warthogs will also tend to run from dwarfs so chaos tends to ensue if one or more somehow find their way inside a fortress.  One on one, they are generally no match for a dabbling wrestler.  They usually live in small herds of 3 to 7, though a [[hunter]] will have no trouble with a herd, armed or otherwise.&lt;br /&gt;
&lt;br /&gt;
They can be trained and used as pets or as a food and leather source.  Warthogs meat, bones, and leather have a [[value]] of 10☼, slightly more valuable than say [[dogs]], [[mountain goat]], or [[donkey]] value of 5☼, but produce significantly less than other more common [[creatures]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other animals, such as [[elephants]] which you often find along with warthogs, are a better investment for the time and effort.  Effectively, relegating warthogs to that of a nuisance because of their habit of interrupting work. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
[CREATURE:WARTHOG]&lt;br /&gt;
	[NAME:warthog:warthogs:warthog]&lt;br /&gt;
	[TILE:'w'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:short tempers]&lt;br /&gt;
	[IVORY]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:warthog piglet:warthog piglets]&lt;br /&gt;
	[FAT:4]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18839</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18839"/>
		<updated>2008-11-27T17:32:32Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor==&lt;br /&gt;
'''Armor''' is a class of clothing items that your [[dwarves]] can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
Civilians will not wear armor other than clothing. Assign them to be [[wood cutter]]s or [[miner]]s if you're concerned about them, since they'll carry [[axe]]s and [[pick]]s repectively then even if they're not drafted.&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
==Material==&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available.  Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status has currently been disabled.  For now, store your armor in a [[stockpile]] dedicated for the purpose.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of.  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]] and/or [[helm]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather|leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| nothing&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see them running around in dresses.&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Dress||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Vest||10||2/2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||75||50/30|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves||10||60||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Trousers||20||20||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks||10||60||Clothes||CLothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles cannot be manufactured in every fort{{version|0.28.181.40d}}, this could be influenced by the fortress's [[civilization]].{{verify}}&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)&lt;br /&gt;
&lt;br /&gt;
For the columns with material types, your dwarf must be set to at least the listed armor level before he or she will put on a piece of armor made from that material.  For instance, dwarves will wear cloth or leather caps at &amp;quot;Clothing&amp;quot; armor level, but must be at &amp;quot;Leather&amp;quot; armor level or better before they will put on a metal cap.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
&lt;br /&gt;
The '''Weight''' figure is not meaningful by itself; items made with different materials can have vastly different weights.  For instance, steel items weigh 7.85 times the listed weight (a steel helm weighs 20 * 7.85 = 157Γ). &lt;br /&gt;
&lt;br /&gt;
Some selected weight multipliers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Steel and iron || 7.85&lt;br /&gt;
|-&lt;br /&gt;
| Bronze and bismuth bronze || 8.25&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 8.93&lt;br /&gt;
|-&lt;br /&gt;
| Silver || 10.49&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Most stone || 2.67&lt;br /&gt;
|-&lt;br /&gt;
| Leather || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Plant cloth || 1.52&lt;br /&gt;
|-&lt;br /&gt;
| Silk cloth || 1.34&lt;br /&gt;
|-&lt;br /&gt;
| Bone and shell || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| Glumprong wood (the heaviest) || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Feather tree wood (the lightest) || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| Tower-cap wood || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Most other wood || ~0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More weight multipliers can be found in the [[raws]]; the weight multiplier of any given material is its [SOLID_DENSITY] divided by 1000.&lt;br /&gt;
&lt;br /&gt;
===Size and Permit===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn: for each body part, less than ''permit'' worth of ''size'' garments can be worn under the final garment.  (The last garment itself can go over the limit.)&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor.  In [[fortress mode]], the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).&lt;br /&gt;
&lt;br /&gt;
Dwarves will only put on the specific level of armor they are told to put on -- unless it is unavailable, in which case they will put on the next-best available armor level.  For instance, if set to &amp;quot;plate&amp;quot;, a dwarf will put on chainmail if no plate is available, or leather armor if neither chain nor plate is available.  &lt;br /&gt;
&lt;br /&gt;
Dwarves will also not remove lesser-level armor when moving to heavier armor level (notwithstanding the &amp;quot;permit&amp;quot; restrictions detailed above).  If you step them through each armor level, you can get them to wear a metal cap plus helm, and chain mail plus plate mail.  If their upper body clothing has worn to the point of dissolving, you can even get them to wear leather plus chain plus plate.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
For some reason, dwarves will ''never'' put on cloth/leather caps or gloves (except those they arrive in).  There are no &amp;quot;under&amp;quot; layer headwear or &amp;quot;over&amp;quot; layer handwear in the game; it is possible this omission is causing the clothes-wearing algorithm to be non-functional at this time.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mail requires three [[bar]]s of metal to [[forge]]. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile [[marksdwarf|Marksdwarves]], but provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields offer a unique bonus, a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Oddities ==&lt;br /&gt;
* Dwarves will not switch to metal gauntlets or greaves by themselves if they are already wearing bone gauntlets or greaves, nor will they switch to a metal helm if they are already wearing a leather or cloth helm.&lt;br /&gt;
* Dwarves will not take off chain mail when switched to &amp;quot;plate&amp;quot; armor level, and will not take off any kind of cap (including metal) when putting on a helm.  They can also wear socks, gloves, trousers, a dress, and one or more robes under armor.  They cannot, however, wear leggings and greaves at the same time, or shoes and boots.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
* If told to wield a weapon and a shield, a dwarf will sometimes carry both in the same hand.  This can cause them to be unable to use either; switch their shield level and weapon to &amp;quot;unarmed&amp;quot; and make sure they drop both items before assigning them a shield and weapon again.&lt;br /&gt;
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings.  This will make them unable to use their shield or weapon.  Switch them to &amp;quot;clothes&amp;quot; armor level until they drop everything, then back to plate to force them to dress themselves properly.  You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gold&amp;diff=14015</id>
		<title>40d:Gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gold&amp;diff=14015"/>
		<updated>2008-11-27T15:46:55Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Gold|color=#FF0|bgcolor=#880&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Gold nuggets]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[electrum]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold''' is a valuable [[metal]].  [[Native gold]] [[ore]] is a source of [[gold nuggets]], which can be [[smelting|smelted]] into gold [[bar]]s.&lt;br /&gt;
&lt;br /&gt;
'''Gold''' can be used for minting at a [[metalsmith's forge]], creating [[coin]]s used in the [[economy]] system. Using coins as trade goods is not advisable as they have no [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
Another use of '''gold''' is to build [[furniture]] such as [[statue]]s to be displayed all over a fortress, or to build [[road]]s and/or [[bridge]]s of great [[value]].&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_eagle&amp;diff=14776</id>
		<title>40d:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_eagle&amp;diff=14776"/>
		<updated>2008-11-23T21:36:57Z</updated>

		<summary type="html">&lt;p&gt;Hurgal: /* Taming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant Eagle|symbol=E|color=rgb(128, 128, 0)|bones=10|chunks=10|meat=10|fat=3|skulls=1|skin=Yes|biome=[[Mountain]]}}&lt;br /&gt;
&lt;br /&gt;
'''Giant Eagles''' are ferocious birds nearly as strong as [[elephants]], with one major advantage - they can ''fly''. They are usually found in savage [[mountain]] areas.&lt;br /&gt;
&lt;br /&gt;
Flight enables the giant eagle to zip out of the way of melee [[weapons]], hover out of reach, and swoop again to pick off [[dwarves]] that stray from the pack. Furthermore, Giant Eagles show a tendancy to avoid any dwarf armed with a [[crossbow]], rendering your best chance of killing it that much harder. &lt;br /&gt;
&lt;br /&gt;
Should your dwarves be unfortunate enough to encounter a [[skeletal]] giant eagle, abandon your fortress and start a new one far, far away. To witness its cruel devastation may scar you for life. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 30%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #aaa; padding-left: 1em; padding-right: 1em;&amp;quot; | The Horror&lt;br /&gt;
|-&lt;br /&gt;
|[[image:45770275lq3.jpg|The horror]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
==Insta-kill==&lt;br /&gt;
One way to cheat your way out of a sticky situation is by [[modding]] the eagle entry. Wait for the bird to fly in the air and then save your game. Open the &amp;lt;tt&amp;gt;raw/objects/creature_large_mountain.txt&amp;lt;/tt&amp;gt; file and delete the &amp;lt;tt&amp;gt;[FLIER]&amp;lt;/tt&amp;gt; tag from the Giant Eagle. Reload your game and enjoy watching the bird plummet to its death. (Note that if it survives, or any new ones spawn, they can still attack your dwarves!)&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
Giant Eagles can be caught in [[cage]] [[trap]]s, however this is extremely rare. If they are caught, they can be [[tame]]d, and having a giant eagle hovering outside your base is an excellent [[defense]] mechanism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
	[NAME:giant eagle:giant eagles:giant eagle]&lt;br /&gt;
	[TILE:'E'][COLOR:6:0:0]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[GENPOWER:3][LARGE_PREDATOR][NATURAL][PET_EXOTIC][MOUNT_EXOTIC][SAVAGE]&lt;br /&gt;
	[PETVALUE:700]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4TOES:BEAK]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:BEAK:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:giant eagle hatchling:giant eagle hatchlings]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_MOUNTAIN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Hurgal</name></author>
	</entry>
</feed>