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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=132910</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=132910"/>
		<updated>2010-12-03T19:34:51Z</updated>

		<summary type="html">&lt;p&gt;Ivze: /* Magma and its denizens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point, single goal, final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring—and what fun is that?  Therefore, DF = losing, DF = fun =&amp;gt; DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts sooner rather than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]]&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Nature===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
Outdoor titans and megabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[Giant Cave Spider]]s and [[Blind Cave Ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts and semimegabeasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent.&lt;br /&gt;
&lt;br /&gt;
====Magma and its denizens====&lt;br /&gt;
Magma by its self is dangerous enough to destroy a fortress that fails to use it properly without factoring in the fact that magma sources are the home to many dangerous creatures that can destroy buildings and spread out through your fortress...&lt;br /&gt;
A way to avoid this from happing is to build fortifications before using the magma for other purposes...{{verify}}&amp;lt;!-- If that's about submerged fortifications, that wouldn't work. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Dwarf===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to the {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}}—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a [[mug]] (though it doesn't stop them being produced by the tonne in your [[workshops]]).&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately—create a civilian alert and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Digger Mortis&amp;quot;) ====&lt;br /&gt;
aka no {{L|pick}}s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''\&lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society?===&lt;br /&gt;
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress. As of DF 2010, dwarf marriage is much more commonplace, with several marriages often happening per year or even per season. This means that the loss of one dwarf is likely to lead to a very unhappy widow - and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
War never changes.&lt;br /&gt;
&lt;br /&gt;
See [[#Ambush|Ambush]].&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing, they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not be able to sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandated goods. Then again, you might not have nobles. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}} and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Better build indoor refuse piles away from trafficked areas. Unless an {{L|well|interior water supply}} was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====HFS====&lt;br /&gt;
''(Hidden Fun Stuff)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Slab&amp;diff=132239</id>
		<title>v0.31:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Slab&amp;diff=132239"/>
		<updated>2010-11-23T00:29:09Z</updated>

		<summary type="html">&lt;p&gt;Ivze: Dwarf ghost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:11, 12 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Slab&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|sculpture garden|Sculpture Garden}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Slabs''' are buildings which can be built from the {{k|b}}uild menu under {{k|Alt}}+{{k|s}}lab. They can be made using one {{L|stone}} at the {{L|mason's workshop}}. Once made, they can be made into {{L|memorial}}s at a {{L|craftsdwarf's workshop}} by an {{L|Engraver}}.&lt;br /&gt;
&lt;br /&gt;
Slabs are also used as signs in {{L|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
You can create a {{l|sculpture garden}} from a slab's {{k|q}}uery menu. Unlike {{L|statue}}s, slabs do not block movement.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ghosts ==&lt;br /&gt;
&lt;br /&gt;
If player fails to build a slab for dead dwarf, even if the dwarf is properly buried, a ghost of the dwarf may appear. It is listed as undead in units list, bearing the name of dead dwarf and represented with white &amp;quot;Ñ&amp;quot; in game. Engraving and building a slab for the named dwarf makes the spirit disappear. &lt;br /&gt;
&lt;br /&gt;
It is yet uncertain if the ghost may do any harm to the dwarves. The spirit just pops in the air, no unhappy thoughts or &amp;quot;Interrupted by&amp;quot; events have been observed.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=132175</id>
		<title>v0.31 Talk:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=132175"/>
		<updated>2010-11-21T23:46:00Z</updated>

		<summary type="html">&lt;p&gt;Ivze: /* Dwarf ghost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be memorialized in order to put their souls to rest. This is speculation, however. Also, the file changes text references a [HOTKEY_CRAFTS_SLAB:ALT+S] which implies slabs may also be built at craftdwarve's workshops. I don't have the time to play at the moment or I'd actually update the article to reflect this. There are seriously a lot of interesting new changes, like the CONNECTOR tag for children as well as new skill rate tags.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:07, 12 November 2010 (UTC)&lt;br /&gt;
:The craftsdwarf's shop has &amp;quot;Engrave memorial slab&amp;quot; order...--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is currently a minor bug with slabs - they are listed twice in stockpiles menu:once on the second page after &amp;quot;statues&amp;quot; and once on the very last page. After producing a slab - contents of these entries are identical.--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
=== Shall there be memorials to these? ===&lt;br /&gt;
As for me, with 0.31.18, &amp;quot;Engrave memorial slab&amp;quot; is cluttered with all the dead goblins, killed. It also has two forgotten beasts in. A corpse of one forgotten beast is still lying there, most of the goblin corpses have gone in magma. The situation looks funny! &lt;br /&gt;
&lt;br /&gt;
PS &lt;br /&gt;
On slabs it's engraved:&lt;br /&gt;
 * This is an exceptional dolomite memorial to Oggez. The slab reads &amp;quot;In memory of Oggez / Died 1055&amp;quot;.&lt;br /&gt;
 * This is an exceptional talc memorial to Lat. The slab reads &amp;quot;In memory of Lat / d.1055&amp;quot;.&lt;br /&gt;
PPS Dwarves will never forget tasty meat of Oggez, tons of which they've got after butchering. :)&lt;br /&gt;
== Dwarf ghost ==&lt;br /&gt;
Recently (0.31.18) an undead creature poped up in my fortress. It's symbol is Ñ.&lt;br /&gt;
It's description says:  &amp;lt;blockquote&amp;gt;&lt;br /&gt;
A short, sturdy creature fond of drink and industry.&lt;br /&gt;
A forlorn haunt, seeking out known locations or drifting around the place of death. This spirit has not been properly memorialized or buried.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Let's engrave a slab and see what happens.--[[User:Ivze|Ivze]] 23:37, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
UPD: Engraved the slab and built it. At the moment of building the slab came an announcement: &amp;quot;Melbil Duradatír, Ghostly Engineer has been put to rest.&amp;quot;&lt;br /&gt;
The feature is clearly present and will encourage people engrave slabs to the dead dwarves, not only putting the dead dwarf in the coffin. --[[User:Ivze|Ivze]] 23:46, 21 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=132174</id>
		<title>v0.31 Talk:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=132174"/>
		<updated>2010-11-21T23:37:04Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be memorialized in order to put their souls to rest. This is speculation, however. Also, the file changes text references a [HOTKEY_CRAFTS_SLAB:ALT+S] which implies slabs may also be built at craftdwarve's workshops. I don't have the time to play at the moment or I'd actually update the article to reflect this. There are seriously a lot of interesting new changes, like the CONNECTOR tag for children as well as new skill rate tags.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:07, 12 November 2010 (UTC)&lt;br /&gt;
:The craftsdwarf's shop has &amp;quot;Engrave memorial slab&amp;quot; order...--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is currently a minor bug with slabs - they are listed twice in stockpiles menu:once on the second page after &amp;quot;statues&amp;quot; and once on the very last page. After producing a slab - contents of these entries are identical.--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
=== Shall there be memorials to these? ===&lt;br /&gt;
As for me, with 0.31.18, &amp;quot;Engrave memorial slab&amp;quot; is cluttered with all the dead goblins, killed. It also has two forgotten beasts in. A corpse of one forgotten beast is still lying there, most of the goblin corpses have gone in magma. The situation looks funny! &lt;br /&gt;
&lt;br /&gt;
PS &lt;br /&gt;
On slabs it's engraved:&lt;br /&gt;
 * This is an exceptional dolomite memorial to Oggez. The slab reads &amp;quot;In memory of Oggez / Died 1055&amp;quot;.&lt;br /&gt;
 * This is an exceptional talc memorial to Lat. The slab reads &amp;quot;In memory of Lat / d.1055&amp;quot;.&lt;br /&gt;
PPS Dwarves will never forget tasty meat of Oggez, tons of which they've got after butchering. :)&lt;br /&gt;
== Dwarf ghost ==&lt;br /&gt;
Recently (0.31.18) an undead creature poped up in my fortress. It's symbol is Ñ.&lt;br /&gt;
It's description says:  &amp;lt;blockquote&amp;gt;&lt;br /&gt;
A short, sturdy creature fond of drink and industry.&lt;br /&gt;
A forlorn haunt, seeking out known locations or drifting around the place of death. This spirit has not been properly memorialized or buried.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Let's engrave a slab and see what happens.--[[User:Ivze|Ivze]] 23:37, 21 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pet&amp;diff=132153</id>
		<title>v0.31 Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pet&amp;diff=132153"/>
		<updated>2010-11-21T18:56:25Z</updated>

		<summary type="html">&lt;p&gt;Ivze: /* Catch the bird */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;war animals dont seem to require burial. i don't recall if they had to be buried in 40d, but i thought they were. [[User:Zander j|Zander j]] 20:35, 29 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Catch the bird ==&lt;br /&gt;
&lt;br /&gt;
My dwarf is busy running after his (or her?) tame blue jay, flying between z levels in one of my rooms. &lt;br /&gt;
&lt;br /&gt;
Pit some tame vermin birds and they will fly away. Make them available as pets via z-&amp;gt;Animals menu and enjoy watching the owners run after the creatures trying to catch! So realistic! [[User:Ivze]] Sun, 21 Nov 2010 18:55:29 (UTC)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pet&amp;diff=132152</id>
		<title>v0.31 Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pet&amp;diff=132152"/>
		<updated>2010-11-21T18:55:58Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;war animals dont seem to require burial. i don't recall if they had to be buried in 40d, but i thought they were. [[User:Zander j|Zander j]] 20:35, 29 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Catch the bird ==&lt;br /&gt;
&lt;br /&gt;
My dwarf is busy running after his (or her?) tame blue jay, flying between z levels in one of my rooms. &lt;br /&gt;
&lt;br /&gt;
Pit some tame vermin birds and they will fly away. Make them available as pets via z-&amp;gt;Animals menu and enjoy watching the owners run after the creatures trying to catch! So realistic! [[User:ivze]] Sun, 21 Nov 2010 18:55:29 (UTC)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pet&amp;diff=132151</id>
		<title>v0.31 Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pet&amp;diff=132151"/>
		<updated>2010-11-21T18:53:44Z</updated>

		<summary type="html">&lt;p&gt;Ivze: Dwarf trying to catch pet tame blue jay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;war animals dont seem to require burial. i don't recall if they had to be buried in 40d, but i thought they were. [[User:Zander j|Zander j]] 20:35, 29 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Catch the bird ==&lt;br /&gt;
&lt;br /&gt;
My dwarf is busy running after his (or her?) tame blue jay, flying between z levels in one of my rooms. &lt;br /&gt;
&lt;br /&gt;
Pit some tame vermin birds and they will fly away. Make them available as pets via z-&amp;gt;Animals menu and enjoy watching the owners run after the creatures trying to catch! So realistic!&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131993</id>
		<title>v0.31 Talk:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131993"/>
		<updated>2010-11-18T23:48:00Z</updated>

		<summary type="html">&lt;p&gt;Ivze: /* Shall there be memorials to these? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be memorialized in order to put their souls to rest. This is speculation, however. Also, the file changes text references a [HOTKEY_CRAFTS_SLAB:ALT+S] which implies slabs may also be built at craftdwarve's workshops. I don't have the time to play at the moment or I'd actually update the article to reflect this. There are seriously a lot of interesting new changes, like the CONNECTOR tag for children as well as new skill rate tags.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:07, 12 November 2010 (UTC)&lt;br /&gt;
:The craftsdwarf's shop has &amp;quot;Engrave memorial slab&amp;quot; order...--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is currently a minor bug with slabs - they are listed twice in stockpiles menu:once on the second page after &amp;quot;statues&amp;quot; and once on the very last page. After producing a slab - contents of these entries are identical.--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
=== Shall there be memorials to these? ===&lt;br /&gt;
As for me, with 0.31.18, &amp;quot;Engrave memorial slab&amp;quot; is cluttered with all the dead goblins, killed. It also has two forgotten beasts in. A corpse of one forgotten beast is still lying there, most of the goblin corpses have gone in magma. The situation looks funny! &lt;br /&gt;
&lt;br /&gt;
PS &lt;br /&gt;
On slabs it's engraved:&lt;br /&gt;
 * This is an exceptional dolomite memorial to Oggez. The slab reads &amp;quot;In memory of Oggez / Died 1055&amp;quot;.&lt;br /&gt;
 * This is an exceptional talc memorial to Lat. The slab reads &amp;quot;In memory of Lat / d.1055&amp;quot;.&lt;br /&gt;
PPS Dwarves will never forget tasty meat of Oggez, tons of which they've got after butchering. :)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131992</id>
		<title>v0.31 Talk:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131992"/>
		<updated>2010-11-18T23:47:40Z</updated>

		<summary type="html">&lt;p&gt;Ivze: /* Shall there be memorials to these? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be memorialized in order to put their souls to rest. This is speculation, however. Also, the file changes text references a [HOTKEY_CRAFTS_SLAB:ALT+S] which implies slabs may also be built at craftdwarve's workshops. I don't have the time to play at the moment or I'd actually update the article to reflect this. There are seriously a lot of interesting new changes, like the CONNECTOR tag for children as well as new skill rate tags.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:07, 12 November 2010 (UTC)&lt;br /&gt;
:The craftsdwarf's shop has &amp;quot;Engrave memorial slab&amp;quot; order...--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is currently a minor bug with slabs - they are listed twice in stockpiles menu:once on the second page after &amp;quot;statues&amp;quot; and once on the very last page. After producing a slab - contents of these entries are identical.--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
=== Shall there be memorials to these? ===&lt;br /&gt;
As for me, with 0.31.18, &amp;quot;Engrave memorial slab&amp;quot; is cluttered with all the dead goblins, killed. It also has two forgotten beasts in. A corpse of one forgotten beast is still lying there, most of the goblin corpses have gone in magma. The situation looks funny! &lt;br /&gt;
&lt;br /&gt;
PS &lt;br /&gt;
On slabs it's engraved:&lt;br /&gt;
 * This is an exceptional dolomite memorial to Oggez. The slab reads &amp;quot;In memory of Oggez / Died 1055&amp;quot;.&lt;br /&gt;
 * This is an exceptional talc memorial to Lat. The slab reads &amp;quot;In memory of Lat / d.1055&amp;quot;.&lt;br /&gt;
PPS Dwarves will never forget tasty meat of Oggez, tons of which we've got after butchering. :)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131991</id>
		<title>v0.31 Talk:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131991"/>
		<updated>2010-11-18T23:46:29Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be memorialized in order to put their souls to rest. This is speculation, however. Also, the file changes text references a [HOTKEY_CRAFTS_SLAB:ALT+S] which implies slabs may also be built at craftdwarve's workshops. I don't have the time to play at the moment or I'd actually update the article to reflect this. There are seriously a lot of interesting new changes, like the CONNECTOR tag for children as well as new skill rate tags.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:07, 12 November 2010 (UTC)&lt;br /&gt;
:The craftsdwarf's shop has &amp;quot;Engrave memorial slab&amp;quot; order...--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is currently a minor bug with slabs - they are listed twice in stockpiles menu:once on the second page after &amp;quot;statues&amp;quot; and once on the very last page. After producing a slab - contents of these entries are identical.--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
=== Shall there be memorials to these? ===&lt;br /&gt;
As for me, with 0.31.18, &amp;quot;Engrave memorial slab&amp;quot; is cluttered with all the dead goblins, killed. It also has two forgotten beasts in. A corpse of one forgotten beast is still lying there, most of the goblin corpses have gone in magma. The situation looks funny! &lt;br /&gt;
&lt;br /&gt;
(PS &lt;br /&gt;
 * This is an exceptional dolomite memorial to Oggez. The slab reads &amp;quot;In memory of Oggez / Died 1055&amp;quot;. (PPS Never forget tasty meat of Oggez, tons of which we've got after butchering. :))&lt;br /&gt;
 * This is an exceptional talc memorial to Lat. The slab reads &amp;quot;In memory of Lat / d.1055&amp;quot;.&lt;br /&gt;
)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131989</id>
		<title>v0.31 Talk:Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slab&amp;diff=131989"/>
		<updated>2010-11-18T23:36:18Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Filechanges txt also references ghost attacks: I am guessing this has to do with slabs in a sense, as dwarves who haven't been buried due to dying in volcanoes may need to be memorialized in order to put their souls to rest. This is speculation, however. Also, the file changes text references a [HOTKEY_CRAFTS_SLAB:ALT+S] which implies slabs may also be built at craftdwarve's workshops. I don't have the time to play at the moment or I'd actually update the article to reflect this. There are seriously a lot of interesting new changes, like the CONNECTOR tag for children as well as new skill rate tags.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:07, 12 November 2010 (UTC)&lt;br /&gt;
:The craftsdwarf's shop has &amp;quot;Engrave memorial slab&amp;quot; order...--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is currently a minor bug with slabs - they are listed twice in stockpiles menu:once on the second page after &amp;quot;statues&amp;quot; and once on the very last page. After producing a slab - contents of these entries are identical.--[[User:Another|Another]] 23:31, 12 November 2010 (UTC)&lt;br /&gt;
=== Shall there be memorials to these? ===&lt;br /&gt;
As for me, with 0.31.18, &amp;quot;Engrave memorial slab&amp;quot; is cluttered with all the dead goblins, killed. It also has two forgotten beasts in. A corpse of one forgotten beast is still lying there, most of the goblin corpses have gone in magma. The situation looks funny!&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=131434</id>
		<title>v0.31 Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=131434"/>
		<updated>2010-11-12T18:43:52Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dogs can laugh! ==&lt;br /&gt;
Engraved on  the  wall is  an  exceptionally  designed image  of Zolak Copperdungeons  the goblin and Tradehelps  the  dog by Fath  Lûritstâkud.  Zolak Copperdungeons is making a plaintive gesture. Tradehelps is laughing. The artwork relates to the mortal wounding of  the goblin Zolak Copperdungeons by&lt;br /&gt;
the dog Tradehelps in Hammerbronze in the early winter of 1054 during The Attempted Abduction at Hammerbronze.&lt;br /&gt;
==Sidedness effect==&lt;br /&gt;
You know, how in 40d, it'd only affect one side, the side if it was engraved from?  This needs to be rechecked for 2010.  I'm STILL getting used to all of 2010's weirdness, so I'm not touching economy yet. --[[User:Aescula|Aescula]] 02:52, 10 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=131230</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=131230"/>
		<updated>2010-11-10T13:04:43Z</updated>

		<summary type="html">&lt;p&gt;Ivze: /* Demands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a {{L|legendary artifact}} and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see {{L|status icons}}).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate {{L|labor}} designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain {{L|legendary}} (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is {{L|Announcement|announced}}; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in {{L|experience}}.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal{{verify}}, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw {{l|turtle}}s, {{L|mussel}}s, {{L|oyster}}s, or {{L|cave lobster}}s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them. (version .31.12 should have much fewer shell requests.)&lt;br /&gt;
* Should the claimed workshop be a {{L|magma forge}} and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go {{L|insane}}. Should the forge be in danger of losing power, you should forbid it before it is claimed and construct a conventional forge for the dwarf to use (the dwarf won't require fuel).&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
* Glassmaker Dwarves will not use Magma Glass Furnaces, only regular glass furnaces. &amp;lt;sup&amp;gt;may not be bug&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{version|0.31.10}}&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the Planepacked glitch.&lt;br /&gt;
* Moody dwarves will not claim workshops whose building materials have been forbidden.  This is usually the result of mass-forbidding every piece of low-value rock in an attempt to ensure valuable artifacts.  You can check whether a workshop's materials are forbidden with the i{{K|t}}ems command: the building materials are at the top of the list and will be purple if forbidden, cyan if not.&lt;br /&gt;
* Forbidding the base item of the craft after the dwarf begins working on it will cause the item's base material to become iron.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|economic stone}}. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - moody {{L|metalsmith}}s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal, though mining {{L|raw adamantine}} may cause them to insist on wafers of adamantine metal instead{{verify}}.&lt;br /&gt;
&lt;br /&gt;
As of DF2010, burrows seem to allow even better control over moody dwarfs' material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone {{L|block}}&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal {{L|bar}}&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green {{L|glass}}&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (plant fiber)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bones}} or {{L|Shell}}{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, and they are actually asking for one of several objects. &amp;lt;sup&amp;gt;(Disputed -- [[DF2010 Talk:Strange mood|Discuss]])&amp;lt;/sup&amp;gt; &lt;br /&gt;
A smith, demanding for metal bars, may want to get some certain kind of metal. Look in the preferences list of the dwarf for favourite metals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} but '''not''' {{L|Magma glass furnace}}{{verify}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a {{L|craftsdwarf's workshop}} and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of {{L|chalk}} and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.&lt;br /&gt;
&lt;br /&gt;
Once created, most {{L|artifact}}s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value {{L|noble}} rooms. Artifact weapons in {{L|weapon trap}}s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
&lt;br /&gt;
Unless the mood was a Possession, the dwarf will gain 20,000 points of experience in the skill used to produce the artifact, enough to boost them to Legendary.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gremlin&amp;diff=131188</id>
		<title>v0.31 Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gremlin&amp;diff=131188"/>
		<updated>2010-11-09T23:53:16Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not only will they free creatures from built cages, but even from ones sitting on a stockpile or on top of a cage trap. &amp;quot;Something has emptied a cage!&amp;quot; --[[User:Quietust|Quietust]] 00:53, 27 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Has anyone else been getting Gremlin civilizations in world generation? [[User:NobodyPro|NobodyPro]] 12:05, 29 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nice citation :D!&lt;br /&gt;
&lt;br /&gt;
Toady:	Yeah, there are important levers, and you used to have to care about that; you used to have to station guards at levers or something like that to prevent trouble, but that just hasn't been the case for more than a year now ... or a couple of years, and that's not good, we need to bring trouble back to the fortress. Because it was always one of my greatest kicks, looking at the forum and someone was like 'It said someone has pulled a lever! Then my whole fortress was flooded!' or whatever; and I enjoy that kind of thing, I enjoy it when that happens, because it's not a bug it's just something horrible that happened.&lt;br /&gt;
&lt;br /&gt;
Rainseeker: So do you enjoy it when people lose tragically?&lt;br /&gt;
&lt;br /&gt;
Toady:	Yeah! It's great fun ... [http://www.bay12games.com/media/df_talk_3_transcript.html]&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gremlin&amp;diff=131187</id>
		<title>v0.31 Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gremlin&amp;diff=131187"/>
		<updated>2010-11-09T23:52:57Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not only will they free creatures from built cages, but even from ones sitting on a stockpile or on top of a cage trap. &amp;quot;Something has emptied a cage!&amp;quot; --[[User:Quietust|Quietust]] 00:53, 27 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Has anyone else been getting Gremlin civilizations in world generation? [[User:NobodyPro|NobodyPro]] 12:05, 29 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nice citation :D!&lt;br /&gt;
Toady:	Yeah, there are important levers, and you used to have to care about that; you used to have to station guards at levers or something like that to prevent trouble, but that just hasn't been the case for more than a year now ... or a couple of years, and that's not good, we need to bring trouble back to the fortress. Because it was always one of my greatest kicks, looking at the forum and someone was like 'It said someone has pulled a lever! Then my whole fortress was flooded!' or whatever; and I enjoy that kind of thing, I enjoy it when that happens, because it's not a bug it's just something horrible that happened.&lt;br /&gt;
Rainseeker: So do you enjoy it when people lose tragically?&lt;br /&gt;
Toady:	Yeah! It's great fun ... [http://www.bay12games.com/media/df_talk_3_transcript.html]&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=131153</id>
		<title>v0.31 Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=131153"/>
		<updated>2010-11-09T14:00:50Z</updated>

		<summary type="html">&lt;p&gt;Ivze: /* Pit Goblins Is The Same As Freeing Them Into Your Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to strip prisoners==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if you have prisoners and you want to steal their items...You first have to unforbid the items.  Then you can dump them (as worked in 40d).&lt;br /&gt;
&lt;br /&gt;
So, really it's a 3-step process:&lt;br /&gt;
&lt;br /&gt;
1) d-b-c, reclaim the cage and everything in it.&lt;br /&gt;
2) d-b-d, dump the cage and everything in it.&lt;br /&gt;
3) k or t, then d, to un-dump the cage.&lt;br /&gt;
&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 22:29, 5 June 2010 (UTC)&lt;br /&gt;
:I've often wondered how to take prisoners' items if my book keeper isn't skilled enough to list all the weapons/armor in the stocks screen. Just to clarify, you're doing [d]esignate-[b]set properties-[c]reclaim on the cage which is inside an animal stockpile?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes. Usually I build one cage and assign all the non-theif goblins to it.  I designate a garbage dump on the squares around the cage. After you claim the items using #1, then you need to follow #2 and #3 above. Namely dumping them and then claiming the cage so it isn't dumped.  If the cage is built, you don't have to immediately worry about them dumping it.  I've also found it convenient to have the cage/dump/stockpiles close to the depot to save the dwarves some time pathing.--[[User:Kwieland|Kwieland]] 19:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Non-nudists Approach to Disarming Slaves==&lt;br /&gt;
This isolates particular items on your prisoners, instead of leaving them wimpy and naked.  I perform this ritual before every execution, when my prisoners are all in one cage, but you could to it as easily with a stockpile of cages. We'll use hide because only you can flag items as hidden.  It can be  quite confusing to sort out which items are forbidden or dumped and when and where they were designated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;bookeepers and stocks: I'm not sure how bookkeeper accuracy works, but I haven't missed any weapons yet and my bookkeeper is only at high precision. &lt;br /&gt;
&amp;lt;sup&amp;gt;**&amp;lt;/sup&amp;gt;Achiles Heel alternative: Use the method below but remove only their footwear.  If your dwarves are armed with wooden weapons it may take several lucky hits to cripple their opponents.&lt;br /&gt;
&lt;br /&gt;
# d-b-c, to claim everything in the cage(s)&lt;br /&gt;
# d-b-h, to hide the cage and it's contents (oh no, the cage disappeared... It's still there, no worries)&lt;br /&gt;
# z, stocks*, weapons**, tab, d any item marked h&lt;br /&gt;
# d-b-H, to make the cage visible for your own sanity, because your dwarves don't care either way&lt;br /&gt;
&lt;br /&gt;
== Kill creatures in cages? ==&lt;br /&gt;
&lt;br /&gt;
Say I capture a bonobo in a cage trap. How can I slaughter the bonobo and eat it?&lt;br /&gt;
&lt;br /&gt;
As per 40d, you have to tame it first.--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 40d ==&lt;br /&gt;
&lt;br /&gt;
This article should be copied over from 40d.  I don't see any differences (other than the dungeon master bug)--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's a wiki, you can feel free to do so yourself :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:04, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Release Large Animal ==&lt;br /&gt;
&lt;br /&gt;
When a caged creature gives birth, a dwarf with the Animal Training job may grab another cage and stand place the newborn creature in the new cage. The dwarf's job is listed as &amp;quot;Release Large Animal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Never seen that before.  Are you sure the dwarf wasn't just releasing the animal so it could be milked/etc?  &lt;br /&gt;
&lt;br /&gt;
:Why do sometimes the newborn ends up in the cage with the mother, other times it is outside the cage?  I've seen both.--[[User:Kwieland|Kwieland]] 19:37, 22 July 2010 (UTC)&lt;br /&gt;
::RTFA, dwarfs let them out soon after birth if you don't assign them to the cage.&lt;br /&gt;
&lt;br /&gt;
==update from 40d==&lt;br /&gt;
&lt;br /&gt;
I took these sections out, as it fit into the wiki idea as I understand it.  Namely a place to explain the details and not tell people how to play the game.&lt;br /&gt;
&lt;br /&gt;
===How to capture your own Dwarves===&lt;br /&gt;
The easiest and safest way to obtain a Dwarf cage is to build {{L|jail|prison}}s with only metal cages, and get as many prisoners as you can (ignoring {{L|mandate}}s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).&lt;br /&gt;
&lt;br /&gt;
While in the cage, the dwarf cannot be released using most &amp;quot;normal&amp;quot; methods, and will not be fed while in the cage.{{v|0.28.181.40d}}  To release the dwarf, you must attach the cage to a lever, and pull the lever to release the cage.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Many imaginatively sadistic methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''{{L|Dwarven Atom Smasher}}''': You can set up a 1-tile of garbage dump zone under a raised drawbridge, designate whatever cages with hostiles you have for dumping, and then pulverize them along with their inhabitants by lowering the bridge.&lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a {{L|chasm}}; then the edge of the tower (the abyss adjacent to the edge of the tower) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Execution shaft''': Almost the same as an execution tower, except that there is a stairway near a channeled out shaft that allows access to the bottom.  This enables you to {{L|reclaim|loot the corpses}} afterwards.  It is recommended to place a {{L|door}} between the landing square and the up stairs, so that it can be locked during execution to ensure that any survivors cannot escape and no dwarves attempt to clean up the mess if multiple critters are being dropped.&lt;br /&gt;
&lt;br /&gt;
* '''Execution range''': Dig a medium sized pit (6x6 or more recommended) and set it as a pit/pond as you would with other methods. At one end of the pit, build a wall and cut fortifications in it. When you have prisoners, throw them into the pit and station your marksdwarves next to the wall. They will shoot through the wall, killing the creatures. It is recommended that you build a way for your dwarves to clean out the pit (bridge,floodgate,etc.) since you can store the remains until they become bones and them make more arrows for your marksdwarves to use.&lt;br /&gt;
&lt;br /&gt;
Some invaders, such as dwarfs, can not be assigned to a pit. Others, such as {{L|Thief|thieves}} and certain dangerous creatures (including {{L|Undead|undead}} and {{L|Chasm#Hazards|chasm dwellers}}), can easily escape if a dwarf tries to pull them out of the cage and drop them. In these cases, build the invader's cage in a pit and attach it to a lever, releasing it where your marksdwarves can safely kill it.&lt;br /&gt;
&lt;br /&gt;
*'''Slaughter tower''': Almost identical to the execution shaft, except this one kills masses at once. You need to build a hollow tower ~10 Z-levels high. There should be no floors except for the bottom, and you should get your masons up there by staircases on the outside. Then build a retractable bridge at the top instead of a floor. Build a few Butcher's Workshops and a lever at the bottom of the tower. Connect the lever to the bridge. Now build walls for 1 Z-level on top of the tower such that the bridge is totally inaccessible. Now designate the area 1 Z-level above the bridge as a pit/pond. Assign all the animals you want to sacrifice to be thrown into the pit/pond. Once all of them are in the pit, get a dwarf to pull the lever, and start the butchering.&lt;br /&gt;
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* '''Death chambers''': A cage can be opened remotely by attaching a {{L|lever}} to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a {{L|floodgate}}; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dog is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts). An injury shaft can also be used to drop the creature into the arena, allowing for an easy kill.&lt;br /&gt;
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* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your {{L|stone}} for something useful.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Injury shaft&amp;quot;''': This method does not kill prisoners so much as injure them, but it can result in death and is very amusing. Its usage and construction are similar to the Execution Shaft, except that it is only 2 or 3 z-levels deep and the door is replaced with a cage trap.  When dumped into the pit, the prisoner will be injured, attempt to escape, and run into the cage trap.  You then repeat the process until the prisoner dies slowly and painfully.&lt;br /&gt;
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* '''&amp;quot;Siege engine target practice&amp;quot;''': Why waste good stone throwing it at a wall? Throw it at some captured goblins (or elves!) instead!&lt;br /&gt;
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*'''&amp;quot;A section of the cavern has collapsed&amp;quot;''': why bother with a bridge? Dig out a rocky overhang to use as a {{L|cave-in}} trap; surround the lone {{L|support}}, linked to a {{L|lever}}, with cages, stick the little bastards in the cages, and pull. Net result: 200 tons of rock lands on their heads, and there will be nothing to remind you of their existence save the fading clouds of dust.&lt;br /&gt;
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*'''Hello, goblin. I want to play a game'''. Why just kill them when you can sadistically watch them sprint through a labyrinth of fiendish death{{L|trap}}s? {{L|Pressure plate}} activated {{L|Dwarven Atom Smasher}}s, draw{{L|bridge}}s over a drop five Z-levels deep activated by pressure pad and lever, and floodgates unleashing tidal waves combine to produce a horrifically painful experience for the foolish goblins who dared attack your fortress. Time-consuming, but fun to watch.&lt;br /&gt;
&lt;br /&gt;
== Pit Goblins Is The Same As Freeing Them Into Your Fortress ==&lt;br /&gt;
&lt;br /&gt;
I had a bunch of goblins in cages, and I assigned them all to a Pit. Dwarves went to the animal stockpile, freed the goblins, and then started running away in fear of the goblins, effectively freeing them into my fortress.&lt;br /&gt;
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-=- i am finding this as well. a key difference from 40d. i miss those death towers and have not found a substitute that works quite as well.&lt;br /&gt;
&lt;br /&gt;
-=- As for 0.31.16, disarmed (d-b-d, d-b-c) goblins (except thieves) and even trolls don't interrupt dwarwes that lead them to the pit.9 Nov 2010, Ivze&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant&amp;diff=130692</id>
		<title>v0.31 Talk:Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant&amp;diff=130692"/>
		<updated>2010-11-05T22:55:09Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My visit by a giantess ==&lt;br /&gt;
&lt;br /&gt;
My fortress recently got visited by a female giant and I would like to write about the experience hoping that it will help to write a good article about this topic and maybe also give a bit insight into the combat system.&lt;br /&gt;
&lt;br /&gt;
It was the 4th year of my fortress. Due to various hijinks my fortress was completely sealed off when she arrived. I said to myself &amp;quot;Well, she is blinking and named and stuff, better I do not dig out too eagerly&amp;quot;. So the giantess sat around outside twiddling her thumbs.&lt;br /&gt;
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Just a few minutes later an immigration wave arrived. Time to construct a few more coffins, I thought. The giantess immediately rushed towards them slaughtering a few pets without problems. Finally she got the first dwarf, a dyer without any combat skills.&lt;br /&gt;
&lt;br /&gt;
I decided that the immigrants should at least die fighting like real dwarfs. So I drafted them in the military creating two squads of 5 and 6 from them. None of the immigrants was armed as far as I saw. &lt;br /&gt;
&lt;br /&gt;
In the meantime she quite took her time with the dyer. A peek at the combat log showed that she was just strangling the dyer's throat in every one of her turns without doing much damage. It also seemed like killing the pets was quite tiring for her because she frequently &amp;quot;fell to the ground from over-exhaustion&amp;quot; during the fight.&lt;br /&gt;
&lt;br /&gt;
When my zerg rush arrived she didn't really stood a chance. They started pummeling her &amp;quot;bruising the muscles&amp;quot; of all kinds of body parts and occasionally also bruising her guts, lungs, stomach and sometimes other organs. She became exhausted, started vomiting frequently and passed out from time to time. After which seemed like a few hundred punches she died. It didn't seem like she was fighting back. The dyer she attacked first also died from bleeding, though.&lt;br /&gt;
[[Image:Giantess1.png]][[Image:Giantess2.png]]&lt;br /&gt;
&lt;br /&gt;
== Giant attack ==&lt;br /&gt;
&lt;br /&gt;
I too was recently attacked by a Giant. I was immediately worried my poorly-trained band of 10 randomly-equipped dwarves would be slaughtered, but it was not the case. The giant came completely naked, and as soon as he met the first dwarf in combat he was hacked repeatedly in the back and stomach by his iron battle axe. The axedwarf was able to deflect all the blows with his leather armor and skills, and once the other dwarves arrived the giant was handily eviscerated. From the knees up, of course.&lt;br /&gt;
&lt;br /&gt;
Based on our experiences, I'd say that Giants aren't much cause for worry, so long as you have a numerical advantage. Some sharp stuff certainly helps.&lt;br /&gt;
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Let us watch out for a real challenge, a giant wearing shin guards.--[[User:Carlthuringer|Carlthuringer]] 18:52, 5 November 2010 (UTC)&lt;br /&gt;
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== Giants and goblins ==&lt;br /&gt;
Giants don't like goblins. So if you have some caged giants, set up the cages to release them behind the goblin siege. Goblins would likely manage to take the giant group down, but... it looks so nice!&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Corpse&amp;diff=130149</id>
		<title>v0.31 Talk:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Corpse&amp;diff=130149"/>
		<updated>2010-10-25T19:36:34Z</updated>

		<summary type="html">&lt;p&gt;Ivze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tested it, confirmed that corpses DO rot into bones and skull if you wait long enough. My fort was in year 11 when it finally happened for the first time, and that was a rather small animal corpse (though not entirely sure in which year it died), so it takes a LONG time.&lt;br /&gt;
--[[User:Syndic|Syndic]] 14:40, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: With version 0.31.16, goblin corpses, that appeared after autumn siege, turned to bones by spring! That's less than a year. I use an underground one-tile 10 z level deep pit to throw disarmed goblins to. [[User:Ivze|Ivze]] 25 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ivze</name></author>
	</entry>
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