<?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=Knaveofstaves</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=Knaveofstaves"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Knaveofstaves"/>
	<updated>2026-04-12T22:56:08Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=149649</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=149649"/>
		<updated>2011-05-26T22:19:09Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: Management strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
&amp;lt;Table BORDER=1 align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Farm Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Potash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Per Square&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1.000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.286&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.375&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|f}} lets you toggle fertilization on or off.  To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar ber square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or {{L|mud}}dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground crops farming is impossible in Ocean and Mountain biomes, even if the farm is built on mud.  &lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|Elves|elven}} and {{L|human}} caravans; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill}}ed, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither.  These plants will eventually rot away. There's no any use of wittered plants other than to dump it.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. As a large number of seeds can be stored in a single barrel, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and {{L|forbid}} them, as a seed bank in case of catastrophe.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=149631</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=149631"/>
		<updated>2011-05-26T01:58:39Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: adding bug report&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of {{L|furniture}} used mainly to control the movement of dwarves, {{L|pet}}s and liquids and define the exits of {{L|room}}s. A door must be built next to a {{L|wall}} or other form of support. A door is not capable of providing support to another door.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|wood}}. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While {{L|stone}}, {{L|wood}}, and {{L|glass}} doors require only a single building material, {{L|metal}} doors are intended to require 3 {{L|bar}}s; due to a bug, however, they only require one bar{{bug|130}}.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. {{L|Dwarf|Dwarves}}, {{L|animals}}, both wild and tame, and most {{L|invader}}s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous {{L|Dog|Wardogs}}.}) This setting has been known to cause game lag{{bug|797}}. &lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to {{L|lever}}s or {{L|pressure plate}}s to open on command. Doors also halt the movement of liquids in the manner of {{L|floodgate}}s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Floor hatch}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=149630</id>
		<title>v0.31 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=149630"/>
		<updated>2011-05-26T01:39:25Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: /* Can't see attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is Agility on the attribute page, but every other attribute has its own page?  Should we redirect all the attributes individual pages to here and condense information, or put links here and give agility its own page? --[[User:Squirrelloid|Squirrelloid]] 14:29, 2 April 2010 (UTC)&lt;br /&gt;
:You know, screw it, the page proliferation is ridiculous, I'm consolidating. --[[User:Squirrelloid|Squirrelloid]] 14:39, 2 April 2010 (UTC)&lt;br /&gt;
::Here are strings for mental attributes:&lt;br /&gt;
(snipped since they're in article)&lt;br /&gt;
::[[User:Denspb|Denspb]]&lt;br /&gt;
:::Well, someone saw these and added them while i was screwing around trying to extract them from my dwarves... lol.  Thanks, and pardon the snipping, but it was big --[[User:Squirrelloid|Squirrelloid]] 15:34, 2 April 2010 (UTC)&lt;br /&gt;
(Because we have newbie editors who don't bother to think of the larger picture or look at the old wiki as a pattern. [[Dwarf_Fortress_Wiki:Community_Portal#B|'''B''' is for '''Be Bold''']], Squirrelloid - you're doin' great!)--[[User:Albedo|Albedo]] 19:17, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience?==&lt;br /&gt;
Are attributes no longer affected by experience? [[User:Caradhras|Caradhras]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
:It's not been confirmed either way. --[[User:Briess|Briess]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
::No, they are no longer affected by experience, my legendary miners did not gain '''any''' experience from the months at work.--[[User:Tarran|Tarran]] 02:35, 4 April 2010 (UTC)&lt;br /&gt;
:Ones physical attributes will improve in Adventure mode, especially noticeable between starting with no skills (low to average) versus starting with a full set of skills (high to very high); I don't know if &amp;quot;soul&amp;quot; attributes can improve, but most of the physical ones can.  I imagine it's based on the skill involved, though, so no more ultramighty legendary bookkeepers. [[User:Trorbes|Trorbes]] 23:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have heard reports that the military related skills seem to effect body attributes in fortress and adv. modes(I can confirm adv. mode).  Can anyone else confirm the non-military skills don't effect attributes as [http://www.bay12games.com/dwarves/mantisbt/view.php?id=803 it may be a bug]. --[[User:PencilinHand|PencilinHand]] 23:05, 15 April 2010 (UTC)&lt;br /&gt;
:I just checked some dwarves made legendary through moods and they have rather high attributes (no negative), mighty, rarely sick etc. I'll need to do a before after the next time a dwarf becomes possessed.&lt;br /&gt;
&lt;br /&gt;
==Impact?==&lt;br /&gt;
I imagine that the soul attributes have to have some impact besides looking pretty, but do we have any idea how significant they are? Are creative dwarves better at making items? --[[User:Vaniver|Vaniver]] 13:41, 10 April 2010 (UTC)&lt;br /&gt;
:I think soul skills do something. They could increase the happy thoughts gained from art (and maybe later from music) or like you said increase chance of better items or for focus they concentrate better on one task/activity and don‘t switch often between tasks, like mining and dumping. --[[User:Niggy|Niggy]] 20:25, 8 May 2010 (UTC)&lt;br /&gt;
::I have 2 miners, one with very good focus and one with poor focus. While the first always mines, the other one sometimes walk away from mining, dump a thing, mine a wall again, then haul something around. Also she often picks a wall very far away while the first one picks the wall next to her. --[[User:Niggy|Niggy]] 08:16, 10 May 2010 (UTC)&lt;br /&gt;
:::The second sounds like the way mining's always chosen the next target tile and path to it.  The first may well be caused by the poor focus trait, and perhaps others like 'likes new experiences'.  I wonder if you could control it by setting mining as her only permitted task.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 09:14, 10 May 2010 (UTC)&lt;br /&gt;
::::If the second is really the normal mining path thing, it is very screwed. Because there is a mining block NEXT to her but she still does it. I somehow think she also gained points in a soul skill. At first her soul skill list was three, full lines long. Now it changed to 2 full lines and a bit in the third line. I am not sure if I remember that right, but it looks like that. Also, all my dwarfs with high focus don't change tasks very often. --[[User:Niggy|Niggy]] 17:43, 13 May 2010 (UTC)&lt;br /&gt;
I usually don't edit the wiki but I though this was too important not to mention. &lt;br /&gt;
Toady has listed all the mental attributes and what skills they affect in [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post] in his reply to Untelligent. I would edit the article to include these but I didn't want to step on anybody's toads, er, toes.&lt;br /&gt;
--[[Special:Contributions/70.89.66.14|70.89.66.14]] 08:23, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs?==&lt;br /&gt;
Can anyone check the skill rusting bug section? I've just ran an idle fortress with 2 dwarves being control group. The proficient mason was left completely idle, and the proficient miner was allowed to just attain the great miner status. Then they both were left completely idle, and after an year and few months, I didn't found any downgrades in skills or attributes.&lt;br /&gt;
&lt;br /&gt;
== Which skills train which attributes? ==&lt;br /&gt;
&lt;br /&gt;
Somewhere on the forums I saw a list of which skills give which attributes, but my search has come up with nothing... [[User:Monkeyfetus|Monkeyfetus]] 23:52, 27 July 2010 (UTC)&lt;br /&gt;
:I've been working on this, the list is on the attributes page. --[[User:Knaveofstaves|Knaveofstaves]] 05:19, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other effects of attributes - Note ==&lt;br /&gt;
&lt;br /&gt;
I asked this of toady:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is this the only impact these attributes currently have?  Some had guessed that there were other impacts:&lt;br /&gt;
&lt;br /&gt;
Memory: skill gain/rust rates&lt;br /&gt;
Focus: how long a dwarf stays at a task&lt;br /&gt;
Willpower: possible this relates to tantrums, happiness, insanity, or possibly other effects&lt;br /&gt;
&lt;br /&gt;
Are these: currently in place and working, currently in place and not working, planned, or not planned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
His response:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Those were the ones I found, and I think that's it.  The guessed uses are not in place and not planned in particular.  I don't think memory should work that way, anyway, at least not for many skills.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:56, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Testing attribute gain via skill use ==&lt;br /&gt;
&lt;br /&gt;
df 31.12, with the stat decay removal cheat (i.e. these are absolute changes, in practice also need to remove stat decay from attribute)&lt;br /&gt;
single person doing task for 2 month (inclusive of drinking, sleeping etc). all required resources 1 square from workshop, all stats set to 1000 prior to task.&lt;br /&gt;
&lt;br /&gt;
* wood cutter (lvl 0-&amp;gt;4): ~40 points per month in str, agility, endurance, willpower, spacial sense, kin sense&lt;br /&gt;
&lt;br /&gt;
* masonry (60 tables, lvl 5-&amp;gt;6.5): 40 points per month in str, agility, endurance, creativity, spacial awareness&lt;br /&gt;
* herbalism (lvl 5 -&amp;gt; 8): ~32 points per month in agility, memory, kin sense&lt;br /&gt;
* mining (900 soil mined, lvl 5-&amp;gt;12): ~25 points per month in str, tough, endurance, willpower, spacial sense, kin sense&lt;br /&gt;
* Weaver (~30 threads, lvl 5-&amp;gt;5.9): 25 points per month in agi, creativity, spacial sense, kin sense&lt;br /&gt;
* Clothier (~30 cloaks cloaks, lvl 5-&amp;gt;5.9): 25 points per month in agi, creativity, spacial sense, kin sense&lt;br /&gt;
* Furnace operator (~30 smelts, lvl 5-&amp;gt;5.75): 20 points per month in str, toughness, endurance, analytical reasoning, kinetic sense&lt;br /&gt;
* carpentry (95 beds, lvl 5-&amp;gt;5.3): 10 points per month in str, agi, spacial sense, creativity&lt;br /&gt;
* Idle: ~10 points per month in empathy, socal awareness, linguistics; 3 points per month in agility, kin sense, intuition&lt;br /&gt;
* hauling: ~2 points per month in str, tough, endurance, willpower, kin sense&lt;br /&gt;
&lt;br /&gt;
* Furnace operator (lvl 15-&amp;gt;17.5): 10 points per month in str, toughness, endurance, analytical reasoning, kinetic sense&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* ~1 point per month in a number of random stats seen when doing other tasks&lt;br /&gt;
* Ability point gain per task completed seems to be scales so that you get less per task at higher skill levels (and it seems to increase faster than the task time goes down tough only tested furnace operator)&lt;br /&gt;
* Neither ability point or skill gain seems very well balanced; Ideally both should be for time spent doing a task rather than number of tasks with scaling modifiers, and shoudl probably be more balance over the different jobs.&lt;br /&gt;
&lt;br /&gt;
-- [[User:Drayath|Drayath]] [[Special:Contributions/93.97.24.223|93.97.24.223]] 06:38, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Can't see attributes ==&lt;br /&gt;
I have the current version of Dwarf Fortress. Why can't I see any attributes like Super-Dwarvenly Tough and things like that? None of my dwarves have that tag in the 'v - View units &amp;gt; g' screen. Why not? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 20:14, 19 May 2011 (UTC)&lt;br /&gt;
: They're not supposed to appear in v-g, try v-z-enter. You'll get more prompt answers to questions like this on [[IRC]] or the [[Forums]]. --[[User:Knaveofstaves|Knaveofstaves]] 01:39, 26 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quantum_Dump&amp;diff=149629</id>
		<title>Quantum Dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quantum_Dump&amp;diff=149629"/>
		<updated>2011-05-26T01:19:30Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Exploit#Quantum_stockpiles]]&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Personality_facet&amp;diff=148926</id>
		<title>v0.31:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Personality_facet&amp;diff=148926"/>
		<updated>2011-05-09T03:03:24Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: rewrote intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from {{L|attributes}}.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ???&lt;br /&gt;
| 91 - 100 || 10&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 40 - 60 || 21&lt;br /&gt;
| Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY {{L|creature token}}. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad {{L|thought}}. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming {{L|Status icon|enraged}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming {{L|Status icon|enraged}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain {{L|Comedian}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Conversationalist}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Persuader}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join {{L|adventurer mode|adventurers}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy {{L|thought}} from talking to {{L|noble}}s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy {{L|thought}} from talking to {{L|noble}}s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Flatterer}} experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Consoler}} experience&amp;lt;br /&amp;gt;Can gain {{L|Liar}} experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy {{L|thought}} from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy {{L|thought}} from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Intimidator}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Pacifier}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of {{L|on break|breaks}}{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked in a by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | Cave adaptation&lt;br /&gt;
| 91 - 100{{verify}}&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how {{l|Cave_adaptation|cave adapted}} the creature actually is (whether or not they will grow irritated or {{l|vomit}}).  This trait goes lower as creatures spend time in the {{l|sun}}.)&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75{{verify}}&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39{{verify}}&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 24{{verify}}&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Personality_facet&amp;diff=148857</id>
		<title>v0.31:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Personality_facet&amp;diff=148857"/>
		<updated>2011-05-08T07:12:37Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: fencepost error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:52, 22 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from {{L|attributes}}.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait varies from 1 (lowest possible) to 100 (highest possible), but are categorised as below. The points are distributed in 7 levels:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Token&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | ???&lt;br /&gt;
| 91 - 100 || 10&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 40 - 60 || 21&lt;br /&gt;
| Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY {{L|creature token}}. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad {{L|thought}}. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming {{L|Status icon|enraged}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming {{L|Status icon|enraged}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain {{L|Comedian}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Conversationalist}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Persuader}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join {{L|adventurer mode|adventurers}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy {{L|thought}} from talking to {{L|noble}}s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy {{L|thought}} from talking to {{L|noble}}s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Flatterer}} experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Consoler}} experience&amp;lt;br /&amp;gt;Can gain {{L|Liar}} experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy {{L|thought}} from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy {{L|thought}} from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Intimidator}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain {{L|Pacifier}} experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of {{L|on break|breaks}}{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personality-Trait-Like Characteristics==&lt;br /&gt;
&lt;br /&gt;
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked in a by the game in a related manner. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=5 | Cave adaptation&lt;br /&gt;
| 91 - 100{{verify}}&lt;br /&gt;
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how {{l|Cave_adaptation|cave adapted}} the creature actually is (whether or not they will grow irritated or {{l|vomit}}).  This trait goes lower as creatures spend time in the {{l|sun}}.)&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75{{verify}}&lt;br /&gt;
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39{{verify}}&lt;br /&gt;
| Does not mind being outdoors, at least for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 24{{verify}}&lt;br /&gt;
| Likes working outdoors and grumbles only mildly at inclement weather.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soap_maker%27s_workshop&amp;diff=148648</id>
		<title>v0.31:Soap maker's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soap_maker%27s_workshop&amp;diff=148648"/>
		<updated>2011-05-04T16:34:16Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: rock nut oil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|09:49, 18 August 2010 (UTC)}}{{Workshop|name=Soap maker's workshop|key=S|job={{L|Soaper|Soap maker}}&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 empty {{L|Bucket}}&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Soaper|Soap maker}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Lye}}&lt;br /&gt;
* Animal {{L|tallow}}&lt;br /&gt;
* {{L|Quarry_bush|Rock nut oil}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Soap}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This building is used by a {{L|Soaper|soap maker}} to produce {{L|soap}}. In previous versions this function was handled at the [[40d:alchemist's laboratory|alchemist's laboratory]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Attribute&amp;diff=148560</id>
		<title>v0.31:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Attribute&amp;diff=148560"/>
		<updated>2011-05-03T06:28:44Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: /* Skills by Associated Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|04:17, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which impact its performance at various tasks.  These attributes are split into physical factors associated with the body and mental factors associated with a creature's soul.&lt;br /&gt;
&lt;br /&gt;
Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.&lt;br /&gt;
&lt;br /&gt;
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory.  Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as [[Creature_Tokens]].&lt;br /&gt;
&lt;br /&gt;
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
==Body Attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to {{L|personality trait}}s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
===Strength===&lt;br /&gt;
Alters the damage done in melee(increases velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute is directly related to a character's [[Speed]], and the difference between 1000 agility and the maximum 5000 agility is roughly halving the time between each turn you take.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (-)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 1900 - 5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650 - 1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400 - 1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150 - 1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 401 - 650 || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 400 || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 150 || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| NULL || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Reduces physical damage.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which dwarves become exhausted.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disease Resistance===&lt;br /&gt;
Reduces the risk of disease. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soul Attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to {{L|personality trait}}s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]&lt;br /&gt;
&lt;br /&gt;
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.&lt;br /&gt;
&lt;br /&gt;
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.&lt;br /&gt;
&lt;br /&gt;
===Analytical Ability===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
slows rate of skill rust&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (++)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2542 - 5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2292 - 2541 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2042 - 2291 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1792 - 2041 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1043 - 1292 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 793 - 1042 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 543 - 792 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 542 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
Willpower directly reduces exertion and pain effects.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spatial Sense===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (++)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2542 - 5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2292 - 2541 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2042 - 2291 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1792 - 2041 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1043 - 1292 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 793 - 1042 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 543 - 792 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 542 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic Sense===&lt;br /&gt;
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astounding feel for the position of own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good sense of the position of own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Linguistic Ability===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
This attribute doesn't affect any skills as of version .31.25.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social Awareness===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skills By Soul Attribute ===&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by Associated Attributes ==&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Miner}}, {{L|Biter}}&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Bowyer}}, {{L|Engraver}}, {{L|Gem setter}}, {{L|Bone carver}}, {{L|Clothier}}, {{L|Stone crafter}}, {{L|Weaver}}, {{L|Wood crafter}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Creativity, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Carpenter}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Wood cutter}}, {{L|Swimmer}}, {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Mason}}, {{L|Armorsmith}}, {{L|Metal crafter}}, {{L|Metalsmith}}, {{L|Weaponsmith}}, {{L|Glassmaker}}, {{L|Leatherworker}}&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Ambusher}}, {{L|Surgeon}}, {{L|Suturer}}, {{L|Archer}}, {{L|Blowgunner}}, {{L|Bowman}}, {{L|Crossbowman}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Memory, Empathy:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Animal caretaker}}&lt;br /&gt;
&lt;br /&gt;
Agility, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Animal dissector}}, {{L|Tanner}}, {{L|Fish dissector}}&lt;br /&gt;
&lt;br /&gt;
Agility, Toughness, Endurance, Intuition, Patience, Empathy:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Animal trainer}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Trapper}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Focus, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Bone doctor}}&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Crutch walker}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Intuition:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Diagnostician}}, {{L|Appraiser}}&lt;br /&gt;
&lt;br /&gt;
Agility, Spatial Sense, Kinesthetic Sense, Empathy:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Wound dresser}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Brewer}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Balance}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Butcher}}, {{L|Dyer}}, {{L|Grower}}, {{L|Milker}}, {{L|Miller}}, {{L|Thresher}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Analytical Ability, Creativity, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Cheese maker}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Cook}}&lt;br /&gt;
&lt;br /&gt;
Agility, Memory, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Herbalist}}&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Lye maker}}, {{L|Potash maker}}, {{L|Soaper}}, {{L|Wood burner}}&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Fish cleaner}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Focus, Patience, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Fisherdwarf}}&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Furnace operator}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Gem cutter}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Analytical Ability, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Strand extractor}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Analytical Ability, Creativity, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Mechanic}}, {{L|Siege engineer}}&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Pump operator}}, {{L|Armor user}}&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Siege operator}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Intuition:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Alchemist}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Knapper}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Creativity, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Building designer}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Creativity, Social Awareness:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Organizer}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Record keeper}}, {{L|Student}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Toughness, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Axeman}}, {{L|Fighter}}, {{L|Hammerman}}, {{L|Kicker}}, {{L|Knife user}}, {{L|Lasher}}, {{L|Maceman}}, {{L|Misc. object user}}, {{L|Pikeman}}, {{L|Shield user}}, {{L|Spearman}}, {{L|Striker}}, {{L|Swordsman}},  {{L|Thrower}}&lt;br /&gt;
&lt;br /&gt;
Agility, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Dodger}}&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Kinesthetic Sense, Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Comedian}}, unless otherwise prohibited by traits&lt;br /&gt;
&lt;br /&gt;
Linguistic Ability, Empathy, Social Awareness:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Conversationalist}}, {{L|Flatterer}}, {{L|Negotiator}}, {{L|Persuader}}, {{L|Consoler}}, {{L|Leader}}, {{L|Pacifier}}, {{L|Teacher}}, unless otherwise prohibited by traits&lt;br /&gt;
&lt;br /&gt;
Agility, Kinesthetic Sense, Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Intimidator}}, unless otherwise prohibited by traits&lt;br /&gt;
&lt;br /&gt;
Intuition, Empathy, Social Awareness:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Judge of intent}}&lt;br /&gt;
&lt;br /&gt;
Creativity, Linguistic Ability, Social Awareness:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Liar}}, unless otherwise prohibited by traits&lt;br /&gt;
&lt;br /&gt;
Focus, Willpower, Patience:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Concentration}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Intuition, Focus, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Observer}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Creativity, Intuition:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Military tactics}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Agility, Toughness, Endurance, Focus, Willpower, Empathy:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Druid}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Focus, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Tracker}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Focus, Willpower:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Discipline}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Creativity, Intuition, Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Poet}}, {{L|Wordsmith}}, {{L|Writer}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Memory, Focus, Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Reader}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Speaker}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Agility, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Coordination}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Implemented but unknown:&lt;br /&gt;
Shearer, Spinner, Presser, Beekeeper, Potter, Glazer, Wax worker&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
This data assumes, without evidence, that the same skills use &amp;lt;i&amp;gt;some&amp;lt;/i&amp;gt; of the attributes that they train (i.e. that high agility improves chance of dodging). Game version 31.18.&lt;br /&gt;
&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance, Recuperation, or Musicality&lt;br /&gt;
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
===Attributes trained by skills===&lt;br /&gt;
'''Strength''':&lt;br /&gt;
&lt;br /&gt;
Miner, Carpenter, Wood cutter, Mason, Bone doctor, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Soaper, Thresher, Wood burner, Fisherdwarf, Armorsmith, Furance operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, all general combat and close combat skills (but not Dodger)&lt;br /&gt;
&lt;br /&gt;
'''Agility''':&lt;br /&gt;
&lt;br /&gt;
Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Mechanic, Siege engineer, Alchemist, Swimmer, Comedian, Intimidator, Student, Druid, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Biter or Armor user)&lt;br /&gt;
&lt;br /&gt;
'''Toughness''':&lt;br /&gt;
&lt;br /&gt;
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills&lt;br /&gt;
&lt;br /&gt;
'''Endurance''':&lt;br /&gt;
&lt;br /&gt;
Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Soaper, Thresher, Wood burner, Fish cleaner, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Armor user, Biter, Dodger, Druid&lt;br /&gt;
&lt;br /&gt;
'''Disease Resistance''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Recuperation''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Analytical Ability''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Trapper, Diagnostician, Cheese maker, Cook, Furnace operator, Gem cutter, Strand extractor, Mechanic, Siege engineer, Siege operator, Alchemist, Knapper, Appraiser, Building designer, Organizer, Record keeper, Student, Military tactics, Tracker&lt;br /&gt;
&lt;br /&gt;
'''Memory''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader&lt;br /&gt;
&lt;br /&gt;
'''Creativity''':&lt;br /&gt;
&lt;br /&gt;
Bowyer, Carpenter, Engraver, Mason, Trapper, Cheese maker, Cook, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Alchemist, Building designer, Organizer, Comedian, Liar, Military tactics, Poet, Wordsmith, Writer&lt;br /&gt;
&lt;br /&gt;
'''Intuition''':&lt;br /&gt;
&lt;br /&gt;
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer&lt;br /&gt;
&lt;br /&gt;
'''Focus''':&lt;br /&gt;
&lt;br /&gt;
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills&lt;br /&gt;
&lt;br /&gt;
'''Willpower''':&lt;br /&gt;
&lt;br /&gt;
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills&lt;br /&gt;
&lt;br /&gt;
'''Patience''':&lt;br /&gt;
&lt;br /&gt;
Animal trainer, Fisherdwarf, Concentration&lt;br /&gt;
&lt;br /&gt;
'''Spatial Sense''':&lt;br /&gt;
&lt;br /&gt;
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Siege operator, Swimmer, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)&lt;br /&gt;
&lt;br /&gt;
'''Kinesthetic Sense''':&lt;br /&gt;
&lt;br /&gt;
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Soaper, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills&lt;br /&gt;
&lt;br /&gt;
'''Linguistic Ability''':&lt;br /&gt;
&lt;br /&gt;
Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, Poet, Wordsmith, Writer, Reader, Speaker (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
'''Musicality''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Empathy''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
'''Social Awareness''':&lt;br /&gt;
&lt;br /&gt;
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
== How Your Dwarf Gets Attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: racial mean for ++ is 1516.66... while median is 1500.&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...&lt;br /&gt;
&lt;br /&gt;
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their range is not specified in the raws, but it is [200:750:900:1000:1100:1300:2000]. The mean is 1025, the median is 1000.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.&lt;br /&gt;
&lt;br /&gt;
==Special Attributes==&lt;br /&gt;
Though they are not classified with the above attributes, creatures can have the following attribute(s):&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=4 | Psychological Trauma&lt;br /&gt;
| 100&lt;br /&gt;
| Doesn't really care about anything anymore. &lt;br /&gt;
| rowspan=3 | This trait increases as dwarves witness death and suffer tragedy.  The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful if tragic side effect of running a bloody fort.  This trait often finds its way into experienced {{l|military|soldiers}}, who might watch {{l|friend|friends}} and comrades die as often as they kill {{l|goblin|goblins}}.&lt;br /&gt;
|-&lt;br /&gt;
| 67 - 99&lt;br /&gt;
| Is a hardened individual.&lt;br /&gt;
|-&lt;br /&gt;
| 33 - 66&lt;br /&gt;
| Is getting used to tragedy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 32&lt;br /&gt;
|&lt;br /&gt;
| Nothing displayed.  Dwarf is not yet traumatized.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Broker&amp;diff=148186</id>
		<title>v0.31:Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Broker&amp;diff=148186"/>
		<updated>2011-04-30T07:05:58Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:22, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| function=&lt;br /&gt;
* {{L|Trade}}&lt;br /&gt;
* Visibility of Item {{L|Value}}s&lt;br /&gt;
* Display of Fortress {{L|Wealth}} on&amp;lt;br&amp;gt; {{k|z}}-{{L|Status}} Screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Broker is a useful {{L|noble}} with no {{L|Demand}}s or {{L|Requirements}}. They have several duties in the running of an organised fortress.&lt;br /&gt;
&lt;br /&gt;
If the broker has the {{L|Appraisal}} skill, they will allow you to see the count of your fortresses {{L|Wealth}} in the {{L|Status}} screen ({{k|z}}). The exactness with which this can be seen is determined by the duties of the {{L|Bookkeeper}}. Your broker should also have the {{L|Judge of intent}} skill to see how traders react to trade offers, see {{L|Trade#Merchant_mood}}.&lt;br /&gt;
&lt;br /&gt;
At the {{L|Depot}}, you can specify that only the broker may {{L|Trade}} with visiting {{L|caravan}}s. The advantage of this is that the broker gains skill in appraisal as he trades, which both allows the display of fortress wealth and helps with getting the best deals in your trading efforts.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BROKER]&lt;br /&gt;
	[NAME:broker:brokers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:TRADE]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:170]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=148184</id>
		<title>v0.31 Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=148184"/>
		<updated>2011-04-30T04:17:34Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: /* Skill level impact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aside from the menus being moved around there seems to be something very different going on with labors. Woodcutting for one cannot be done by an unskilled dwarf, and I expect many other labors will be the same way. [[User:Doctorzuber|Doctorzuber]] 19:45, 1 April 2010 (UTC)&lt;br /&gt;
:Are you quite sure you've enabled it? I haven't tried woodcutting yet but wood burning, smelting, weaponsmithing, masonry, carpentry, animal training, mining, architecture, plant gathering, brewing, cooking, and growing are all good to go. Yes, I embark with unskilled dwarves &amp;lt;g&amp;gt; [[Special:Contributions/70.240.148.81|70.240.148.81]] 19:52, 1 April 2010 (UTC)&lt;br /&gt;
:: As far as I can tell, there's nothing to enable. Woodcutting is moved to {{k|g}},{{k|b}} and if a dwarf doesn't have at least one point in it there's just nothing there. [[User:Doctorzuber|Doctorzuber]] 19:58, 1 April 2010 (UTC)&lt;br /&gt;
::: Woodcutting is in labor preferences (p, l from the (v)iew-menu). There, go to &amp;quot;woodworking&amp;quot; (select with arrow keys, &amp;quot;enter&amp;quot; to go to submenu) and you'll see carpentry, crossbow-making, and wood cutting. --[[User:Syndic|Syndic]] 20:03, 1 April 2010 (UTC)&lt;br /&gt;
:::: Aye, under {{k|v}},&amp;lt;select dwarf&amp;gt;,{{k|p}},{{k|l}}, and press enter on Woodworking, Carpentry Crossbow-making and Woodcutting should be present to enable/disable. [[Special:Contributions/70.240.148.81|70.240.148.81]] 20:05, 1 April 2010 (UTC)&lt;br /&gt;
::::: Above anon is me in case anyone wants to snipe at my talk page :P [[User:Freeze|Freeze]] 20:16, 1 April 2010 (UTC)&lt;br /&gt;
:::::: Okay, something very odd is happening here then since woodcutting is not in my {{k|p}},{{k|l}} menu at all. I'm going to restart with some unskilled dwarves and see if the menu is different. [[User:Doctorzuber|Doctorzuber]] 20:22, 1 April 2010 (UTC)&lt;br /&gt;
::::::: Riiight... Okay, it's something buggy. For some reason my {{k|p}},{{k|l}} menu was only showing four things. Restarting and now I see a much longer list with both skilled and unskilled dwarves. Now to try to figure out why it happened. [[User:Doctorzuber|Doctorzuber]] 20:27, 1 April 2010 (UTC)&lt;br /&gt;
:::::::: This same thing happened to someone on another forum - it only showed four skill groups. I think they were Miner, Healthcare, Hauling, and something else. --[[User:SirPenguin|SirPenguin]] 20:32, 1 April 2010 (UTC)&lt;br /&gt;
::::::::: Same, I restarted and it's fixed, for now. I've made several attempts to recreate it but no luck so far. Not sure if it's relevant but when I only had four labor groups, I also had absolutely nothing showing in the nobles menu. [[User:Doctorzuber|Doctorzuber]] 20:45, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
So is there a way to toggle an entire labor group on or off? I tried several different keys but couldn't find one. It would be really useful to, for instance, turn off all the hauling labors on your important dwarves. --[[User:Valdemar|Valdemar]] 21:14, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'm not sure if this is a bug or something. Just started my second fortress after screwing up my first royally, but I'm still learning. The labor screen, when I go to any dwarf appears to be missing most options. The only options I can toggle are Mining, Hauling and Other. The only work they do is that which I trained them for on the embark screen. I don't remember this on my first fortress, but I only learnt about it after several months so I'm not sure if there are any requirements for it&amp;lt;/s&amp;gt; Nevermind, found someone in the bugs discussion suffering the same problem, so question answered--[[User:Sepheris|Sepheris]] 09:49, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Profession pages seem to exist for most of the categories. Should those categories link through to the matching profession page when available? I think it would aid navigation some. --EpeeGnome 2:33am 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill level impact ==&lt;br /&gt;
&lt;br /&gt;
A rather major piece of information appears to be either completely missing, or vaguely mentioned in various places - namely the effect of each skill on the labor outcome.&lt;br /&gt;
&lt;br /&gt;
Since I have no idea how to edit a wikitable, and neither a complete understanding of the issue (just started playing, which is how I came across this omission in the first place), I would appreciate your help with rectifying this situation. So far I've gathered the following information (though cannot guarantee it's accuracy) - please review, edit, and merge with the labor table on the info page once the listing is completed and verified.&lt;br /&gt;
&lt;br /&gt;
The results of my digging through (I apologize for the poor formatting, complete novice at this). I tried to refrain from assumptions and base the below only on clear statements in subsequent pages or discussions:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Category: 	Labors:       Affects Work Quality:            Affects Work Speed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mining 	&lt;br /&gt;
&lt;br /&gt;
    * Mining                  Chance of ore/gem drop           Yes&lt;br /&gt;
&lt;br /&gt;
Woodworker 	&lt;br /&gt;
&lt;br /&gt;
    * Carpentry               Yes                              Yes&lt;br /&gt;
    * Crossbow-making         Yes                              Yes&lt;br /&gt;
    * Wood cutting            ?                                ?&lt;br /&gt;
&lt;br /&gt;
Stoneworking 	&lt;br /&gt;
&lt;br /&gt;
    * Masonry                 Yes                              Yes&lt;br /&gt;
    * Stone detailing         Engraving only                   Yes? (Both Engraving and Smoothing?)&lt;br /&gt;
&lt;br /&gt;
Hunting/Related 	&lt;br /&gt;
&lt;br /&gt;
    * Animal training         ?                                ?&lt;br /&gt;
    * Animal care             ?                                ?&lt;br /&gt;
    * Hunting                   ^Skill level impacts the speed of a hunting (Ambushing) dwarf&lt;br /&gt;
    * Trapping                Created Traps only?              ?&lt;br /&gt;
    * Small animal dissection ?                                ?&lt;br /&gt;
&lt;br /&gt;
Healthcare 	&lt;br /&gt;
&lt;br /&gt;
    * Diagnosis               ?                                ?&lt;br /&gt;
    * Surgery                 ?                                ?&lt;br /&gt;
    * Setting bones           ?                                ?&lt;br /&gt;
    * Suturing                ?                                ?&lt;br /&gt;
    * Dressing wounds         ?                                ?&lt;br /&gt;
    * Feed patients/prisoners ?                                ?&lt;br /&gt;
    * Recovering wounded      ?                                ?&lt;br /&gt;
&lt;br /&gt;
Farming/Related 	&lt;br /&gt;
&lt;br /&gt;
    * Butchery                ?                                Yes&lt;br /&gt;
    * Tanning                 ?                                Yes&lt;br /&gt;
    * Farming (fields)        Produced Stack size              Yes&lt;br /&gt;
    * Dyeing                  Yes                              Yes&lt;br /&gt;
    * Soap making             No                               Yes&lt;br /&gt;
    * Wood burning            ?                                Yes&lt;br /&gt;
    * Potash making           No                               Yes&lt;br /&gt;
    * Lye making              No                               Yes&lt;br /&gt;
    * Milling                 No                               Yes&lt;br /&gt;
    * Brewing                 ?                                ?&lt;br /&gt;
    * Plant gathering         Produced Stack size?             ?&lt;br /&gt;
    * Plant processing        No?                              Yes?  &lt;br /&gt;
    * Cheese making           ?                                ?&lt;br /&gt;
    * Milking                 ?                                Only milking vermin-type creatures?&lt;br /&gt;
    * Shearing                ?                                Yes?&lt;br /&gt;
    * Spinning                ?                                Yes?&lt;br /&gt;
    * Cooking                 ?                                ?                  &lt;br /&gt;
    * Pressing                ?                                ?&lt;br /&gt;
    * Beekeeping              ?                                ?&lt;br /&gt;
&lt;br /&gt;
Fishing/Related 	&lt;br /&gt;
&lt;br /&gt;
    * Fishing                 ?                                Yes&lt;br /&gt;
    * Fish cleaning           ?                                ?&lt;br /&gt;
    * Fish dissection         ?                                ?&lt;br /&gt;
&lt;br /&gt;
Metalsmithing 	&lt;br /&gt;
&lt;br /&gt;
    * Furnace operating       No                               Yes                             &lt;br /&gt;
    * Weaponsmithing          Yes                              Yes&lt;br /&gt;
    * Armoring                Yes                              Yes&lt;br /&gt;
    * Blacksmithing           Yes                              Yes&lt;br /&gt;
    * Metalcrafting           Yes                              Yes&lt;br /&gt;
&lt;br /&gt;
Jewelry 	&lt;br /&gt;
&lt;br /&gt;
    * Gem cutting             Large gems &amp;amp; gem crafts only     Yes&lt;br /&gt;
    * Gem setting             Yes                              Yes&lt;br /&gt;
&lt;br /&gt;
Crafts 	&lt;br /&gt;
(I read it somewhere that skill level affects both quality and speed of &amp;quot;all crafts,&amp;quot; but thought this could use additional verification)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * Leatherworking          Yes                              Yes?&lt;br /&gt;
    * Woodcrafting            Yes                              Yes&lt;br /&gt;
    * Stonecrafting           Yes                              Yes?&lt;br /&gt;
    * Bone carving            Yes                              Yes?&lt;br /&gt;
    * Glassmaking             ?                                ?&lt;br /&gt;
    * Weaving                 Yes                              Yes?&lt;br /&gt;
    * Clothesmaking           Yes                              Yes&lt;br /&gt;
    * Strand extraction       No                               Yes &lt;br /&gt;
    * Pottery                 ?                                ?&lt;br /&gt;
    * Glazing                 Yes?                             ?&lt;br /&gt;
    * Wax working             ?                                ?&lt;br /&gt;
&lt;br /&gt;
Engineering 	&lt;br /&gt;
&lt;br /&gt;
    * Siege engineering       Yes?                             ?&lt;br /&gt;
    * Siege operating         ?                                Speed of reloading&lt;br /&gt;
    * Mechanics               Yes?                             ?&lt;br /&gt;
    * Pump operating          ?                                ?&lt;br /&gt;
&lt;br /&gt;
Other Jobs 	&lt;br /&gt;
&lt;br /&gt;
    * Architecture            &amp;quot;Low&amp;quot; impact on value?           No&lt;br /&gt;
    * Alchemy - N/A&lt;br /&gt;
    * Cleaning - not a skill per se&lt;br /&gt;
&lt;br /&gt;
Hope this makes some sense :)&lt;br /&gt;
--[[User:Sheepify|Sheepify]] 03:01, 30 April 2011 (UTC)&lt;br /&gt;
:Thank you for the !!SCIENCE!!, this is awesome. Watch out for items that might have a quality level invisible to the player, they were believed to exist in 40d. See [[DF2010_Talk:Brewer]] for a few lines of discussion. --[[User:Knaveofstaves|Knaveofstaves]] 04:17, 30 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alchemist&amp;diff=147069</id>
		<title>v0.31:Alchemist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alchemist&amp;diff=147069"/>
		<updated>2011-04-25T05:25:47Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Alchemist&lt;br /&gt;
| profession = ?&lt;br /&gt;
| job name   = {{L|Alchemy}}&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Intuition&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''alchemist''' {{L|skill}} is a holdover from very old versions of Dwarf Fortress - it was once used for making {{L|soap}} before the {{L|soaper}} skill was introduced in its place, but it has remained in the current version. The {{L|alchemy}} {{L|labor}} currently does not serve any purpose - it was originally removed in version 0.28.181.39a but was re-added in version 0.31.01.&lt;br /&gt;
&lt;br /&gt;
Its associated workshop, the {{L|alchemist's laboratory}}, no longer exists.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege_operator&amp;diff=147068</id>
		<title>v0.31:Siege operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege_operator&amp;diff=147068"/>
		<updated>2011-04-25T05:23:43Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 4:1&lt;br /&gt;
| skill      = Siege operator&lt;br /&gt;
| profession = {{L|Engineer}}&lt;br /&gt;
| job name   = {{L|Siege operating}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Load siege weapons&lt;br /&gt;
* Fire siege weapons&lt;br /&gt;
| workshop   = * {{L|Siege engine}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A Siege Operator is responsible for manning {{L|Siege engine|siege weapons}}, loading them with any available ammunition, and firing on command or at will.&lt;br /&gt;
&lt;br /&gt;
This is a task sometimes delegated to peasants as a cheap labor, as it can get them skilled swiftly.  Catapults are also sometimes used to destroy unwanted stone.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pump_operator&amp;diff=147067</id>
		<title>v0.31:Pump operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pump_operator&amp;diff=147067"/>
		<updated>2011-04-25T05:21:30Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:52, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 4:1&lt;br /&gt;
| skill      = Pump Operator&lt;br /&gt;
| profession = {{L|Engineer}}&lt;br /&gt;
| job name   = {{L|Pump operating}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Operate a Pump&lt;br /&gt;
| workshop   = * {{L|Screw pump}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pump operator''' is the skill related to the '''pump operating''' {{L|labor}}. Pump operators use {{L|screw pump|screw pumps}} to pump liquids manually. In order to use the pump, simply {{k|q}}uery the pump, and hit {{k|Enter}} to &amp;quot;Start pump manually&amp;quot;. When you want the pumping stopped, simply repeat the process.&lt;br /&gt;
&lt;br /&gt;
This is useful for starting a {{L|Water wheel#perpetual motion|perpetual motion}} power plant, and the job can also be used to get dwarves without specialized {{L|skills}} (such as haulers) experience for {{L|attributes|stat}} gains{{verify}}.  However, it's not recommended to put fortress critical pumps on manual labor, as pump operation requires continuous dwarven labour, which is often better used for other tasks, such as {{L|hauling}} and building objects.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engineer&amp;diff=147066</id>
		<title>v0.31:Siege engineer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege_engineer&amp;diff=147066"/>
		<updated>2011-04-25T05:17:12Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:54, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 4:1&lt;br /&gt;
| skill      = Siege Engineer&lt;br /&gt;
| profession = {{L|Engineer}}&lt;br /&gt;
| job name   = {{L|Siege engineering}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make siege weapons&lt;br /&gt;
| workshop   = * {{L|Siege workshop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Siege Engineer''' is the skill associated with the '''siege engineering''' {{L|labor}}. Siege engineers make {{L|ballista}} and {{L|catapult}} parts in a {{L|siege workshop}},  and assemble those parts into stationary siege weapons, to be loaded and fired by {{L|Siege operator}}s.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Defense design}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mechanic&amp;diff=147065</id>
		<title>v0.31:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mechanic&amp;diff=147065"/>
		<updated>2011-04-25T05:15:26Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:48, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 4:1&lt;br /&gt;
| skill      = Mechanic&lt;br /&gt;
| profession = {{L|Engineer}}&lt;br /&gt;
| job name   = {{L|Mechanics}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Mechanisms&lt;br /&gt;
* Machine construction&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Link up lever/pressure plate&lt;br /&gt;
* Load Trap&lt;br /&gt;
| workshop   = {{L|Mechanic's workshop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mechanic''' is the skill associated with the '''mechanics''' {{L|labor}}. Mechanics can work at a {{L|mechanic's workshop}} or a {{L|metalsmith's forge}} to manufacture {{L|mechanism}}s, and place any {{L|building}}s that require mechanisms such as {{L|lever}}s, {{L|Gear assembly|gear}}s, {{L|trap}}s, and {{L|menacing spike}}s. They are also responsible for linking up {{L|lever}}s or {{L|pressure plate}}s to objects such as {{L|bridge}}s, {{L|floodgate}}s and other {{L|trap design|contraptions}}.&lt;br /&gt;
&lt;br /&gt;
A dwarf will gain mechanics skill by manufacturing {{L|mechanism}}s in the {{L|mechanic's workshop}}. A dwarf with a high skill in mechanics will typically produce higher quality mechanisms, and can link up objects faster than a novice. High quality mechanisms may provide happy thoughts to passing dwarves.  Skill is also gained by loading cage traps.&lt;br /&gt;
&lt;br /&gt;
To manufacture metal mechanisms, navigate into the trap component sub-menu at any metalsmith's forge. This process will use the '''mechanics''' {{L|labor}}.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Trap design}}&lt;br /&gt;
*{{L|Machine component}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=147064</id>
		<title>v0.31:Strand extractor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=147064"/>
		<updated>2011-04-25T05:13:41Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Strand Extractor&lt;br /&gt;
| profession = {{L|Craftsdwarf}}&lt;br /&gt;
| job name   = {{L|Strand extraction}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract metal strands&lt;br /&gt;
| workshop =&lt;br /&gt;
* {{L|Craftsdwarf's workshop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Strand extractor''' is the labor associated with processing {{L|raw adamantine}} into strands. It takes place in a {{L|craftsdwarf's workshop}}. Processing raw adamantine is very time consuming for a dwarf with a low extraction {{L|skill}} and so it is worth only allowing the labor on one dwarf to train the skill faster. As with {{L|furnace operator}}, a higher skill only produces strands faster, as they do not have a quality modifier.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gem_cutter&amp;diff=147063</id>
		<title>v0.31:Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gem_cutter&amp;diff=147063"/>
		<updated>2011-04-25T05:09:11Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:21, 8 November 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 2:1&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| profession = {{L|Jeweler}}&lt;br /&gt;
| job name   = {{L|Gem cutting}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
| workshop   = {{L|Jeweler's workshop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting.  If they also have a high skill in {{L|gem setting}}, they will be known as a Jeweler.&lt;br /&gt;
&lt;br /&gt;
Cutting a {{L|gem}} can result in a cut gem, a large gem, or a gem craft. Cut gems are used by a gem setter or in creating gem {{L|window}}s, and are the most likely result. Large gems and gem crafts are only created occasionally, but are valuable trade goods as they are {{L|finished goods}} and so can be encrusted again. The skill level of a gem cutter does affect the production speed, but only affects the quality of large gems and gem crafts because small cut gems have no quality levels.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Furnace_operator&amp;diff=147062</id>
		<title>v0.31:Furnace operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Furnace_operator&amp;diff=147062"/>
		<updated>2011-04-25T05:07:37Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:1&lt;br /&gt;
| skill      = Furnace Operator&lt;br /&gt;
| profession = {{L|Metalsmith}}&lt;br /&gt;
| job name   = {{L|Furnace operating}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|Pearlash}}&lt;br /&gt;
* Make {{L|Plaster powder}}&lt;br /&gt;
* {{L|Melt}} {{L|metal}} object&lt;br /&gt;
* Smelt {{L|Ore}} and {{L|metal#Alloys|alloys}}&lt;br /&gt;
| workshop   =&lt;br /&gt;
* {{L|Smelter}}&lt;br /&gt;
* {{L|Magma smelter}}&lt;br /&gt;
* {{L|Kiln}}&lt;br /&gt;
* {{L|Magma kiln}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''furnace operator''' skill is used for the furnace tasks, such as melting metal ores into bars, {{L|Melt|melting}} metal items and creating metal {{L|metal#Alloys|alloys}}. It is also used at the {{L|Kiln}} for creating {{L|pearlash}} and {{L|plaster powder}}. Having a higher skill levels does not improve the output in any way. It only allows the task to be performed faster.&lt;br /&gt;
&lt;br /&gt;
Note that a separate labour, {{L|wood burner|wood burning}}, is used to make fuel from wood.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fisherdwarf&amp;diff=147061</id>
		<title>v0.31:Fisherdwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fisherdwarf&amp;diff=147061"/>
		<updated>2011-04-25T05:06:35Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:57, 13 October 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:0&lt;br /&gt;
| skill      = Fisherdwarf&lt;br /&gt;
| profession = {{L|Fishery worker}}&lt;br /&gt;
| job name   = {{L|Fishing}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Fishing&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Patience&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fisherdwarves''' is the skill associated with the '''fishing''' {{L|labor}}. Fisherdwarves catch {{L|vermin}} {{L|Fish|fish}} from available {{L|Water|water}} sources: {{L|murky pool}}s, {{L|Brook|brook}}s, {{L|River|river}}s, {{L|Lake|lake}}s and the {{L|Ocean|ocean}}. The higher the fisherdwarf skill, the faster they catch fish. Unfortunately they also deplete the stocks of fish in the water faster. &lt;br /&gt;
&lt;br /&gt;
Fisherdwarves will fish from any water by default. Change this using the standing orders screen, {{k|o}}-{{k|z}}-{{k|f}} to toggle between 'prefer fishing zones' (the default) and 'zone-only fishing', which will prevent dwarves from fishing outside of designated areas. This can be useful, for instance, if you have a crocodile infested river, or a Terrifying ocean, and don't want your fishers wandering into danger.&lt;br /&gt;
&lt;br /&gt;
To set up fishing zones, designate a {{L|zone}}({{k|i}}) as usual, on shore tile adjacent to water. You can only set the zone to be used for {{K|f}}ishing if there is some fish-bearing water inside, or if it is not yet know if there are any fish there.  If there are no fish in a particular region, you will get the {{L|announcement}} &amp;quot;The is nothing to catch in the [region] swamps&amp;quot;, and designating a zone next to water in that region will show &amp;quot;0&amp;quot; for fishing.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fish_cleaner&amp;diff=147060</id>
		<title>v0.31:Fish cleaner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fish_cleaner&amp;diff=147060"/>
		<updated>2011-04-25T05:04:29Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:37, 29 October 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:0&lt;br /&gt;
| skill      = Fish Cleaner&lt;br /&gt;
| profession = {{L|Fishery worker}}&lt;br /&gt;
| job name   = {{L|Fish cleaning}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare a raw fish&lt;br /&gt;
| workshop = {{L|Fishery}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fish cleaners''' gut and clean {{L|Fish|fish}} ready to be eaten or {{L|Cook|cooked}}. They work in a {{L|Fishery|fishery}}.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_burner&amp;diff=147058</id>
		<title>v0.31:Wood burner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_burner&amp;diff=147058"/>
		<updated>2011-04-25T05:02:46Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Wood Burner&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Wood burning}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* turn wood into ash&lt;br /&gt;
* turn wood into charcoal&lt;br /&gt;
| workshop   = {{L|Wood furnace}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarf|Dwarves}} with the wood burning skill turn {{L|wood}} into either {{L|ash}} or {{L|charcoal}} at a {{L|wood furnace}}.  Dwarves with high skill level accomplish these tasks more quickly. Typically a wood stockpile and a bar/block stockpile are placed near the furnaces.&lt;br /&gt;
&lt;br /&gt;
==How do I get dwarves to burn wood?==&lt;br /&gt;
&lt;br /&gt;
Wood burner is somewhat tenuously considered a farming related job and thus in DF2010 the task is filed under Farming/''Related'' labour menu.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soaper&amp;diff=147057</id>
		<title>v0.31:Soaper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soaper&amp;diff=147057"/>
		<updated>2011-04-25T04:59:38Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:37, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Soaper&lt;br /&gt;
| specialty  = Soap Maker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Soap making}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|soap}}&lt;br /&gt;
| workshop   = {{L|Soap maker's workshop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Soaper''' is the skill associated with the '''soap making''' {{L|labor}}. Soap makers create {{L|soap}} from {{L|tallow}} and {{L|lye}} at the {{L|Soap maker's workshop}}. The soap can then be used for {{L|cleaning}} or as a {{L|construction}} material. Soap has no quality modifiers, so any dwarf can be assigned the task and yield the same result; the only difference is faster production. &lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Potash_maker&amp;diff=147056</id>
		<title>v0.31:Potash maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Potash_maker&amp;diff=147056"/>
		<updated>2011-04-25T04:58:50Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:35, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Potash Maker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Potash making}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|Potash}} from {{L|lye}}&lt;br /&gt;
* Make Potash from {{L|ash}}&lt;br /&gt;
| workshop = {{L|Ashery}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Potash maker''' is a skill associated with the '''potash making''' {{L|labor}}. Potash makers make {{L|potash}} out of either {{L|ash}} or {{L|lye}} at an {{L|ashery}}, which can then be used to {{L|grower|fertilize}} {{L|crop|crops}}.  Higher skill level affects only production speed.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lye_maker&amp;diff=147054</id>
		<title>v0.31:Lye maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lye_maker&amp;diff=147054"/>
		<updated>2011-04-25T04:57:14Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:30, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Lye Maker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Lye making}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|Lye}}&lt;br /&gt;
| workshop = {{L|Ashery}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye maker''' is the skill associated with the '''lye making''' {{L|labor}}. Lye makers turn {{L|ash}} into {{L|lye}} at an {{L|ashery}}.  Lye can then used by a {{L|soaper}} to make {{L|soap}} at a {{L|soap maker's workshop}}. It could also be used by a {{L|potash maker}} at an {{L|ashery}} to make {{L|potash}}, though potash can be made directly from ash. Highly skilled lye-makers will produce lye faster than dwarves without the skill, but lye does not have quality levels.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
{{L|Soap}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Herbalist&amp;diff=147053</id>
		<title>v0.31:Herbalist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Herbalist&amp;diff=147053"/>
		<updated>2011-04-25T04:54:56Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:16, 16 April 2011 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Herbalist&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Plant gathering}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Gather plants&lt;br /&gt;
* Extract Plant Essence&lt;br /&gt;
| workshop   = {{L|Still}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Memory&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''herbalist''' skill is used by dwarves with the '''plant gathering''' {{l|labor}}. They will gather from designated {{L|shrub|shrubs}} and harvest {{L|plant|plants}}.  &lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
=== Food production ===&lt;br /&gt;
&lt;br /&gt;
Herbalists are often used to help with food production in an early fortress as they do not require farm plots or other setup. Above ground, this skill works best in areas with thick vegetation like {{L|forest}}s and is nearly useless in sparsely vegetated biomes like {{L|desert}}s or {{L|badlands}}. Under ground, plant gathering can be a high risk activity in the caverns and production can be easily outstripped by farms. While plant gathering is less efficient than {{l|farming}} and significantly less reliable, it also requires minimal space and provides a relatively immediate payoff in comparison.&lt;br /&gt;
&lt;br /&gt;
=== Gathering seeds ===&lt;br /&gt;
Plants gathered by herbalists can be eaten or processed to provide {{l|seed|seeds}} which can then be {{L|crop|planted}} in farms. For this reason, it is popular (if not necessary) to gather outdoor plants early in a fort's existence if one wants to grow outdoor crops.&lt;br /&gt;
&lt;br /&gt;
==Speed of training==&lt;br /&gt;
&lt;br /&gt;
Dwarves gain {{L|experience}} in plant gathering every time they pick over a shrub whether they are successful at harvesting anything or not. Training a completely unskilled dwarf to legendary status in this skill requires the harvesting of 600 plants, and can be done in less than a couple years. A legendary herbalist not suffering from any {{L|Skill#Skill_penalties|skill penalties}} will never fail to harvest a stack of four or five {{L|crop|plant}}s.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=147052</id>
		<title>v0.31:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=147052"/>
		<updated>2011-04-25T04:54:12Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:32, 23 October 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Cooking}}&lt;br /&gt;
| workshop = {{L|Kitchen}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Cook''' is a dwarf whose highest skill is in cooking. Cooks will prepare meals at the {{L|kitchen}} workshop using ingredients available in your fortress. They will also render {{L|fat}} into {{L|tallow}} at the kitchen. Both of these fall under the Cooking labor.&lt;br /&gt;
&lt;br /&gt;
There are three kinds of meals- easy, fine, and lavish. An easy meal uses two components; a fine meal three components, and a lavish meal four components. The result is a stack of prepared food with the same size as the sum of the stack sizes of its components. Prepared meals can rot, but do so much more slowly than raw food, especially {{L|meat}}.&lt;br /&gt;
&lt;br /&gt;
Although some kinds of {{L|food}} can be eaten raw, other food resources are ingredients which are only edible when cooked into a meal. Cooking thus increases the number of food sources available to your fortress. Conversely, cooking plants does not yield plant {{L|seed}}s, so cooking edible plants decreases your potential {{L|crop}}s. Eating high {{L|item quality|quality}} prepared food also gives your dwarves happy {{L|thought}}s; a dwarf will also receive a happy thought if the meal contains one of their favorite foods. It is not precisely known how a cook's skill and the quality of ingredients affect the happiness generated by a meal, but as a general rule there's no such thing as &amp;quot;too good&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
See also {{L|Crop|List of Crops}} for ingredients.&lt;br /&gt;
&lt;br /&gt;
Meals are prepared with a primary ingredient and 1~3 other ingredients. The primary ingredient determines what the meal will be called, and the remaining ingredients appear to be a random assortment of whatever is on hand. The result will be a stack of meals. The stack size is equal to the sum of the stack sizes of the ingredients.&lt;br /&gt;
&lt;br /&gt;
Easy meals require two ingredients, and will be named &amp;quot;{last ingredient} biscuit&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Fine meals require three ingredients, and will be named &amp;quot;{last ingredient} stew&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Lavish meals require four ingredients, and will be named &amp;quot;{last ingredient} roast&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This table begins to show the interaction between preparation quality, and ingredient quality. The 'Value' column in the table is the total value of the stack divided by the number of portions in the stack, so that it is per portion.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Preparation&lt;br /&gt;
! Recipe&lt;br /&gt;
! Type&lt;br /&gt;
! Ingredients&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
|(normal)&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Biscuits&lt;br /&gt;
|2x minced Plump Helmet&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Well-Prepared&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Biscuits&lt;br /&gt;
|2x minced Plump Helmet&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|Well-Prepared&lt;br /&gt;
|Plump Helmet&lt;br /&gt;
|Biscuits&lt;br /&gt;
|1x minced Plump Helmet, 1x well-minced Plump Helmet&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|Well-Prepared&lt;br /&gt;
|Plump Helmet &lt;br /&gt;
|Biscuits&lt;br /&gt;
|2x well-minced Plump Helmet&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|Well-Prepared&lt;br /&gt;
|Plump Helmet &lt;br /&gt;
|Biscuits&lt;br /&gt;
|1x well-minced Plump Helmet, 1x finely minced Plump Helmet&lt;br /&gt;
|40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Plump Helmet[1] have 4 value, and four Well-Prepared food in this table have　4☼ gaps each other. From this value table, food value per portion is total of base value, 10☼ multiplied prepare quality and each material value multiplied mince quality.&amp;lt;br /&amp;gt;And this formula can apply all(easy~lavish) meals.&lt;br /&gt;
&lt;br /&gt;
== Boozecooking==&lt;br /&gt;
There used to be an {{L|exploit}} called &amp;quot;boozecooking&amp;quot;, which allowed for meals to be cooked entirely out of booze, which let you feed five times as many dwarfs with the same amount of farming.  This is because {{L|still|brewing}} one unit of food produces five units of booze.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Cooks will only use liquid bases (like {{L|dwarven syrup}}) as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}}&lt;br /&gt;
* Cooking with eggs creates extreme kitchen {{L|clutter}}. {{Bug|3994}}&lt;br /&gt;
* Frozen milk gets cooked into prepared meals as a solid, causing the meal to melt later. {{Bug|2787}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheese_maker&amp;diff=147050</id>
		<title>v0.31:Cheese maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheese_maker&amp;diff=147050"/>
		<updated>2011-04-25T04:50:20Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:21, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Cheese Maker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Cheese making}}&lt;br /&gt;
| workshop = {{L|Farmer's workshop}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make cheese&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cheese maker''' is the skill associated with the '''cheese making''' {{L|labor}}. Cheese makers turn {{L|milk}} into {{L|cheese}} at the {{L|farmer's workshop}}. Since {{L|skill}} does not produce higher quality cheese, a highly skilled cheese maker is not particularly valuable.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thresher&amp;diff=147049</id>
		<title>v0.31:Thresher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thresher&amp;diff=147049"/>
		<updated>2011-04-25T04:47:57Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:42, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Thresher&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Plant processing}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Process plants&lt;br /&gt;
* Process plants (to Bag)&lt;br /&gt;
* Process plants (to Barrel)&lt;br /&gt;
* Process plants (to Vial)&lt;br /&gt;
| workshop = {{L|Farmer's workshop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thresher''' is the skill that {{L|dwarves}} use when given the {{L|labor}} '''plant processing'''.  &amp;quot;Processing plants&amp;quot; actually covers 4 different {{L|job}}s done at a {{L|farmer's workshop}}.&lt;br /&gt;
&lt;br /&gt;
:* '''Process plants''':&lt;br /&gt;
::Turns {{L|pig tail}}s into pig tail {{L|thread}} or {{L|rope reed}} into rope reed thread.  These products produce {{L|seed}}s as well.&lt;br /&gt;
&lt;br /&gt;
:* '''Process plants (to {{L|bag}})''':&lt;br /&gt;
::Turns {{L|quarry bush}}es into quarry bush leaves and produces rock nuts.  Five leaves and one rock nut are produced per {{L|quarry bush}}.&lt;br /&gt;
&lt;br /&gt;
:* '''Process plants (to {{L|barrel}})''':&lt;br /&gt;
::Turns {{L|sweet pod}}s into {{L|dwarven syrup}} and produces sweet pod seeds.  Each sweet pod produces five units of syrup.&lt;br /&gt;
&lt;br /&gt;
:* '''Process plants (to {{L|vial}})''':&lt;br /&gt;
::Turns {{L|valley herb}}s into {{L|Golden salve}}. Requires a {{L|glass}} vial.  Currently there is no use for this {{L|extract}} other than as an export good.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Miller&amp;diff=147048</id>
		<title>v0.31:Miller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Miller&amp;diff=147048"/>
		<updated>2011-04-25T04:44:56Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:33, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Miller&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Milling}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{L|Milling|Mill plants}} (uses a {{L|bag}})&lt;br /&gt;
| workshop = &lt;br /&gt;
* {{L|Millstone}}&lt;br /&gt;
* {{L|Quern}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Miller''' is the skill associated with the '''milling''' {{L|labor}}. Millers mill {{L|plant}}s at either a {{L|quern}} or {{L|millstone}}, placing the resulting goods into {{L|bag}}s. &lt;br /&gt;
Milling produces one unit of {{L|dye}}, {{L|flour}} or {{L|sugar}} per item milled as well as 1 or 2 {{L|seed}}s. Milled items have no {{L|Item quality|extra quality}} associated with them.&lt;br /&gt;
&lt;br /&gt;
A quern is powered by the dwarf himself, while a millstone uses outside mechanical power (either a {{L|water wheel}} or a {{L|windmill}}).  Using a millstone is obviously quicker, though it is also more difficult to set up.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
*{{L|Crops}}&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milker&amp;diff=147047</id>
		<title>v0.31:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milker&amp;diff=147047"/>
		<updated>2011-04-25T04:42:28Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:32, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Milker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Milking}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|m}} {{L|Milk}} Creature&lt;br /&gt;
| workshop = &lt;br /&gt;
* {{L|Farmer's workshop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Milker''' is the skill associated with the '''milking''' {{L|labor}}. Milkers will {{L|milk}} creatures in a {{L|farmer's workshop}}. There are several milkable animals in-game, including {{L|cow|cows}}, {{L|donkey|donkeys}}, {{L|sheep|sheep}} and {{L|horse|horses}}. {{L|Milk}} is the ingredient for {{L|cheese}}, which in turn can be used to make high-quality {{L|food}} at the {{L|kitchen}}&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
{{L|Cheese}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grower&amp;diff=147045</id>
		<title>v0.31:Grower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grower&amp;diff=147045"/>
		<updated>2011-04-25T04:32:01Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:42, 21 October 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Grower&lt;br /&gt;
| specialty  = Planter&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Farming (fields)}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Plant Seeds&lt;br /&gt;
* Harvest&lt;br /&gt;
* Fertilize&lt;br /&gt;
* Construct farm plot&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Grower''' is the {{L|skill}} for use with the {{L|farming|Farming (Fields)}} {{L|labor}}, which allows a dwarf to plant {{L|seed}}s and {{L|farm plot|farm plots}}, both {{L|above ground}} and {{L|underground}}. A high level of growing skill allows a dwarf to plant seeds at a faster rate and also results in larger stacks of {{L|plants}} at harvest, increasing {{L|food}} output significantly.  A single {{L|Skill#Skill_ranks|proficient}} grower can easily outproduce several dabbling ones.  &lt;br /&gt;
&lt;br /&gt;
A highly skilled grower not only increases raw food output, but also improves overall food production efficiency to a massive extent, since {{L|brewer|brewers}}, {{L|cook|cooks}}, and {{L|thresher|threshers}} perform tasks with a single {{L|stack}} at a time.  This has the effect of a huge multiplier on several {{L|labor|labors}}, and also of making {{L|stockpile|storage}} more efficient.  For example, to get 25 booze, brewing five stacks of {{L|plump helmet}} [1] requires five visits to farm plots to store those 5 1-stacks in stockpiles, five trips to haul them to the {{L|still}}, five trips to haul five barrels, five brewing tasks, and will make five separate &amp;quot;stacks&amp;quot; of {{L|dwarven wine}} [5] requiring five separate {{L|barrel|barrels}} stored on five separate tiles!  And that doesn't include all the tasks involved in making and storing those extra barrels.  On the other hand, a single stack of plump helmet [5] can be brewed all at once into the same amount of dwarven wine [25], using a single barrel, hauled away in one task, and stored on a single tile.  High-skilled growers can potentially save over 20* trips/tasks per single plant product, making your fort significantly more efficient.  The impact this has on your overall labour force and fortress cannot be over-emphasized.&lt;br /&gt;
&lt;br /&gt;
:''(* save a difference of 4 to harvest to stockpiles, 4 to haul to the still, 4 for hauling barrels, 4 brewing, 4 hauling booze = 20 tasks; and that doesn't include cutting and hauling the wood and then making and storing the 4 extra barrels per stack.)''&lt;br /&gt;
&lt;br /&gt;
===All Dwarves Harvest===&lt;br /&gt;
&lt;br /&gt;
If you leave the &amp;quot;All Dwarves Harvest&amp;quot; option on ''(in the {{k|o}}rders menu)'', all dwarves, even {{L|noble|nobles}} and {{L|children}}, will harvest when needed and gain experience in Grower.  Harvesting is not as important as planting, as the size of the stack harvested is not affected by the harvester's skill level.  However, harvesting crops does give experience, and if other dwarves are harvesting, then your planters will not gain experience as quickly.  &lt;br /&gt;
&lt;br /&gt;
If you turn on &amp;quot;Only Farmers Harvest&amp;quot;, a single dedicated Proficient Grower can easily handle all the farming needs of a young to middle-stage fortress, especially if the farm plots, kitchens, farmers workshop, food storage (raw and prepared) and {{L|dining hall}} are all located close to each other - as they should be.  &lt;br /&gt;
&lt;br /&gt;
Note: If your setting is &amp;quot;Only Farmers Harvest&amp;quot; and your lone Grower dies, is injured or otherwise occupied, your other dwarves '''will not''' harvest the plants, and they will rot in the fields, leaving no seeds.  If you see crops piling up in the plots, check your Grower(s), and possibly turn the option back on until you have resolved the problem.&lt;br /&gt;
&lt;br /&gt;
===Starting Builds===&lt;br /&gt;
Many starting builds include grower as farming is the most reliable food source.  Having a proficient grower can help produce food early on to keep your dwarves fed and to attract {{L|immigration|migrants}}.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dyer&amp;diff=147044</id>
		<title>v0.31:Dyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dyer&amp;diff=147044"/>
		<updated>2011-04-25T04:30:23Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:23, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Dyer&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Dyeing}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Dye {{L|Cloth|cloth}}&lt;br /&gt;
* Dye {{L|Thread|thread}}&lt;br /&gt;
| workshop   = {{L|Dyer's shop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dyer''' is the skill associated with the '''dyeing''' {{L|labor}}. Dyers use a {{L|Dyer's shop}} to {{L|Dye|dye}} either {{L|Thread|thread}} or {{L|Cloth|cloth}}.  Finished cloth goods may not be dyed.&lt;br /&gt;
&lt;br /&gt;
Dyeing adds the {{L|Value|value}} of the dye, multiplied with the {{L|Quality|quality}} of the dye job to the thread or cloth. Depending on the dye used and the quality of the dyeing, this can give a nice value boost.&lt;br /&gt;
&lt;br /&gt;
*silk cloth 34☼&lt;br /&gt;
*silk cloth, dimple dyed 54☼&lt;br /&gt;
*silk cloth, finely colored with dimple dye 94☼  (34+3*20)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher&amp;diff=147043</id>
		<title>v0.31:Butcher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher&amp;diff=147043"/>
		<updated>2011-04-25T04:29:31Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:23, 10 November 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Butcher&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Butchery}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Butcher {{L|animal}}&lt;br /&gt;
| workshop = {{L|Butcher's shop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Butchers''' do the dirty job of killing tame animals, processing animal {{L|corpse}}s, skeletons and body parts for {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, {{L|Skull|skull}}(s) and many other objects at the {{L|butcher's shop}}.&lt;br /&gt;
&lt;br /&gt;
To butcher a tame animal either&lt;br /&gt;
* go into {{K|v}}iew mode, place the cursor on the animal, go to the {{K|p}}references page and press {{K|s}} to flag (or un-flag) the animal for slaughtering&lt;br /&gt;
or &lt;br /&gt;
* go to the {{K|z}}-Status screen, then the Animals page, select the animal and press {{k|b}} to flag for slaughter.&lt;br /&gt;
&lt;br /&gt;
A butcher will then drag the animal to the nearest butcher shop and perform the bloody deed. Note that animals adopted as {{L|Pet|pets}} can not be butchered.&lt;br /&gt;
&lt;br /&gt;
The type and number of objects produced from butchering a creature varies greatly, since not all creatures have the same parts. See each animal's page for a breakdown of what happens when you break that animal down.&lt;br /&gt;
&lt;br /&gt;
=Effect of skill=&lt;br /&gt;
A butcher's skill affects the speed of butchery, which can be important for processing a large number of corpses before they begin to {{L|rot}}. Note that butcher shops can become {{L|clutter|cluttered}} quickly, because most animals create a large number of different items of different categories when butchered. So make sure that you have nearby stockpiles for refuse, raw hides, meat, prepared organs and fat. To minimize the amount of {{L|miasma}} created in case the rotting parts are not removed fast enough, a butcher's shop should always be blocked by a {{L|door}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Meat industry}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Brewer&amp;diff=147042</id>
		<title>v0.31:Brewer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Brewer&amp;diff=147042"/>
		<updated>2011-04-25T04:24:53Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:18, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Brewer&lt;br /&gt;
| profession = {{L|Farmer|Farmer}}&lt;br /&gt;
| job name   = {{L|Brewing}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Brew {{L|alcohol|Drink}}&lt;br /&gt;
| workshop = {{L|Still}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Every {{L|dwarf}}'s best friend, and indeed the equivalent of rock stars in the fortress! '''Brewers''' brew various {{L|crop|plants}} into {{L|alcohol|alcoholic}} beverages, such as ale, beer, and other spirits. Since all {{L|dwarves}} slow down without alcohol, this is a very important skill.&lt;br /&gt;
&lt;br /&gt;
Brewers need a {{L|still}}, a brewable {{L|crop|plant}}, and at least one empty {{L|barrel}} or water-tight {{L|pot}} in order to brew drinks. &lt;br /&gt;
&lt;br /&gt;
Regardless of skill, a brewer produces five units of alcohol for each unit of brewable plant, as well as seeds of that plant. Because of crop stacking, this allows brewers to synergize well with  highly talented {{L|herbalist}}s and {{L|grower|grower}}s (who are more likely to produce larger plant stacks){{verify}}, and can quickly lead to {{L|clutter}}ed stills. A brewer will turn &amp;quot;{{L|Plump helmet}}&amp;quot; into &amp;quot;{{L|Dwarven wine}} [5]&amp;quot;, and will turn &amp;quot;Plump Helmet [5]&amp;quot; into &amp;quot;Dwarven Wine [25]&amp;quot;. Both actions fill one empty barrel (despite their different quantities), and presumably take the same amount of time to brew.&lt;br /&gt;
&lt;br /&gt;
Unlike many farming labours, brewing cannot be done without a barrel.  This can become an issue if your fortress has more food than barrels, as any spare barrels will be immediately filled with food.  Limiting the number of barrels that your food {{L|stockpile|stockpiles}} can store can help keep some barrels empty for brewing.  &lt;br /&gt;
&lt;br /&gt;
Brewing plants always produces seeds, so you won't have to worry about being unable to replant your crop next season.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wound_dresser&amp;diff=147041</id>
		<title>v0.31:Wound dresser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wound_dresser&amp;diff=147041"/>
		<updated>2011-04-25T04:20:20Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Wound Dresser&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = {{L|Dressing wounds}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Applying bandages and casts{{verify}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
This skill is part of {{L|Healthcare}}, but dwarves having this skill are '''not''' classified as {{L|doctor}}s.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
*{{L|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Appraiser&amp;diff=147040</id>
		<title>v0.31:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Appraiser&amp;diff=147040"/>
		<updated>2011-04-25T04:19:41Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:13, 9 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Appraiser&lt;br /&gt;
| specialty  = {{L|Trader}}&lt;br /&gt;
| profession = {{L|Administrator}}&lt;br /&gt;
| job name   = Admin/Noble&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Value all items&lt;br /&gt;
* Trade at Depot&lt;br /&gt;
| workshop = {{L|Trade depot}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Memory&lt;br /&gt;
* Intuition&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Appraiser''' skill relates to {{L|trading}} and item {{L|value}} estimation. It is gained by trading, but has no associated assignable {{L|labor}}. Note that the skill will increase the first time the trading screen is opened for each caravan visit - a good way to train another dwarf is to assign him as {{L|broker}}, make him go to the trade depot and (T)rade, exit and assign the &amp;quot;main&amp;quot; broker again and make him do the actual trading.&lt;br /&gt;
&lt;br /&gt;
In order to have access to the monetary fortress value estimates in the {{k|z}}-{{L|status}} menu, as well as individual item values, a dwarf with the Appraiser skill must be appointed as broker in the {{L|nobles screen}}. (Note that this is not necessary for the display of item {{L|quality}} - the indicators near the item names - which will always appear.)&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Noble Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crutch-walker&amp;diff=147039</id>
		<title>v0.31:Crutch-walker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crutch-walker&amp;diff=147039"/>
		<updated>2011-04-25T04:18:34Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:56, 8 November 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Crutch-walker&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Automatic, use crutch to walk after injury&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Crutch-walker is a skill, usually thought of as in the Healthcare Industry. It cannot be turned off and will be used by any dwarf that needs to use crutches. It is possible to gain experience in this skill in Adventurer Mode by equipping a {{L|crutch}} in one of your hands.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
*{{L|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bone_doctor&amp;diff=147038</id>
		<title>v0.31:Bone doctor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bone_doctor&amp;diff=147038"/>
		<updated>2011-04-25T04:17:31Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Bone Doctor&lt;br /&gt;
| profession = Doctor&lt;br /&gt;
| job name   = {{L|Setting bones}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Fixing bone injuries&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
This dwarf is a member of the {{L|Healthcare}} Industry, and is responsible for fixing and setting bone injuries. Splints, traction benches and plaster casts are involved.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
*{{L|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trapper&amp;diff=147037</id>
		<title>v0.31:Trapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trapper&amp;diff=147037"/>
		<updated>2011-04-25T04:16:45Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:17, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Trapper&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = {{L|Trapping}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Capture a live land animal&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Bait trap&lt;br /&gt;
| workshop = &lt;br /&gt;
* {{L|Kennel}}&lt;br /&gt;
* {{L|Butcher's shop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trapper''' is the skill associated with the '''trapping''' labor. Trappers are involved in trapping small types of creatures, mainly {{l|vermin}}, through the use of {{l|animal trap|animal traps}}. Trapper dwarves automatically gather creatures caught by an animal trap, and are prepared to tame it.  However, should another, non-Trapper dwarf come across it, the trapped animal will be eaten, regardless if the dwarf detests it or not.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To trap an animal, either {{k|q}}uery a {{L|kennel}} or {{L|Butcher's shop}} and {{k|a}}dd a Capture {{k|s}}mall land animal task. The animal can then, if it is trainable, be {{L|animal training|trained}}.&lt;br /&gt;
&lt;br /&gt;
The trapper skill is also used in creating animal traps at the carpentry workshop.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=147036</id>
		<title>v0.31:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=147036"/>
		<updated>2011-04-25T04:15:55Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:12, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = {{L|Animal training}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train {{L|dog|war animal}}&lt;br /&gt;
* Train {{L|dog|hunting animal}}&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = {{L|Kennel}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' {{L|labor}}. An animal trainer works at a {{l|kennel}}, taming certain animals (with food), and turning some {{l|tame animals}} into war or hunting animals.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'. Also, many exotic animals (signified by the {{L|Creature token#P|[PET_EXOTIC]}} tag in their {{L|raw file}}) require a {{L|Dungeon master}} in the fortress to allow animal trainers to train them.&lt;br /&gt;
&lt;br /&gt;
The animal to be trained is selected randomly from the list of unrestrained, uncaged, and unpastured trainable animals. The only way to choose which animal gets trained is by ensuring no other trainable animal can get to the kennels, e.g. by tying them up or caging them.&lt;br /&gt;
&lt;br /&gt;
== Trainable Animals  ==&lt;br /&gt;
Giant versions of these animals are also trainable.&lt;br /&gt;
&lt;br /&gt;
* {{L|Dog}}*&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}}*&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Giant eagle}}&lt;br /&gt;
* {{L|Elephant}}*&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
&lt;br /&gt;
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These animals do not require a Dungeon Master to be tamed.&lt;br /&gt;
&lt;br /&gt;
When taming an animal, the animal trainer does not in fact work in the kennel, but rather, brings food to the animal.  If the animal is caged, and the food leaves seeds, this will result in a cage containing seeds -- which leaves the cage unusable for some purposes, such as loading cage traps.  Currently, the only known way to remove seeds from a cage is to dump the seeds (without dumping the cage).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Wild animals can't be tamed with food bought from the embark screen or from caravans.  If no home-grown food is available, you'll get a &amp;quot;needs unrotten item&amp;quot; error. {{Bug|3667}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fish_dissector&amp;diff=147035</id>
		<title>v0.31:Fish dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fish_dissector&amp;diff=147035"/>
		<updated>2011-04-25T04:14:34Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:46, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:0&lt;br /&gt;
| skill      = Fish Dissector&lt;br /&gt;
| profession = {{L|Fishery worker}}&lt;br /&gt;
| job name   = {{L|Fish dissection}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a raw fish&lt;br /&gt;
| workshop = {{L|Fishery}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fish dissector''' is the skill associated with the '''fish dissection''' {{L|labor}}. Fish dissectors make {{L|Extract|extracts}} from certain {{L|Fish|fish}} at a {{L|Fishery}}.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tanner&amp;diff=147033</id>
		<title>v0.31:Tanner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tanner&amp;diff=147033"/>
		<updated>2011-04-25T04:13:47Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:39, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Tanner&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Tanning}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Tan a hide&lt;br /&gt;
| workshop = {{L|Tanner's shop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tanner''' is the skill associated with the '''tanning''' {{L|labor}}. Tanners turn raw {{L|skin}}s from {{L|butcher}}ed {{L|animals}} into usable {{L|leather}} at a {{L|tanner's shop}}. They have to act fast, as raw skins will {{L|rot}} fairly soon after being created. By default this job will automatically be queued when a skin is produced, but this can be deactivated from the {{k|o}}rders-workshops menu.&lt;br /&gt;
If you're still not getting the hide tanned, enter the order &amp;quot;tan a hide&amp;quot; manually in the manager menu ({{k|j}}-{{k|m}}) with a sufficient amount.&lt;br /&gt;
&lt;br /&gt;
High proficiency in the tanning skill only affects how quickly the raw skin is processed, as leather does not have quality modifiers. However, when a large number of skins needs to be processed, perhaps after butchering a large quantity of livestock, time is of the essence. This can also be solved by having multiple tanneries and tanners available.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Meat industry}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Animal_dissector&amp;diff=147031</id>
		<title>v0.31:Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Animal_dissector&amp;diff=147031"/>
		<updated>2011-04-25T04:09:33Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:18, 9 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Dissector&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = {{L|Small animal dissection}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a dead animal&lt;br /&gt;
| workshop = {{L|Butcher's shop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal dissector''' is the skill associated with the Small Animal Dissection {{L|labor}}. It is used to make {{L|extracts}} from animals. These are used as a {{L|trading|trade good}}.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Animal_caretaker&amp;diff=147030</id>
		<title>v0.31:Animal caretaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Animal_caretaker&amp;diff=147030"/>
		<updated>2011-04-25T04:02:11Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:20, 31 May 2010 (UTC)}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Caretaker&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = {{L|Animal care}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Memory&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''animal caretaking''' skill is used by {{L|dwarves}} to treat any injured {{L|pet}} assigned to them. This is either not implemented yet or bugged. Animals will heal on their own or not at all.&lt;br /&gt;
 &lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Suturer&amp;diff=147027</id>
		<title>v0.31:Suturer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Suturer&amp;diff=147027"/>
		<updated>2011-04-25T03:55:48Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Suturer&lt;br /&gt;
| profession = {{L|Doctor}}&lt;br /&gt;
| job name   = {{L|Suturing}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Stitch up cuts, broken skin tissue&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
This dwarf is a member of the {{L|Healthcare}} Industry. Suturing is the act of using {{L|thread|}} to close wounds, preventing blood loss and infection.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
*{{L|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Surgeon&amp;diff=147026</id>
		<title>v0.31:Surgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Surgeon&amp;diff=147026"/>
		<updated>2011-04-25T03:55:10Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|12:42, 30 August 2010 (UTC)}}{{buggy}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Surgeon&lt;br /&gt;
| profession = {{L|Doctor}}&lt;br /&gt;
| job name   = {{L|Surgery}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Surgery on injured dwarfs&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A dwarf with the '''surgery''' skill is called a '''surgeon'''. It is needed for some more complicated injuries or {{L|syndrome}}s, especially when curing necrosis and damage to inner organs.&lt;br /&gt;
&lt;br /&gt;
The patient must be at rest to perform surgery. If the patient is not at rest, the surgeon will cancel surgery. The patient will stop resting when he gets too hungry or thirsty.&lt;br /&gt;
&lt;br /&gt;
A job to remove necrotic tissue starts with a Surgery job, which appears to be a prep phase, is followed by a Remove Rotten Tissue job, after which another Surgery job occurs.  The necrotic tissue is gone at the end of the Remove Rotten Tissue job.  The body parts from which the tissue was removed will be light yellow (oddly, even body parts that were previously darker due to existing injuries).  The initial Surgery job will be preceded by a Clean Patient job if possible.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Surgery still has a few bugs that occasionally result in surgery never being finished. Regardless, surgery is essential for treating badly wounded dwarves and is a vital part of Dwarven Healthcare.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
*{{L|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=147025</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=147025"/>
		<updated>2011-04-25T03:54:28Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:50, 12 July 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = {{L|Hunting}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too. One can remove the hunting labor from the hunter to get them to stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|hoary marmot|marmot}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|giant eagle}}, or worse.  That said, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.  &lt;br /&gt;
&lt;br /&gt;
Hunters using crossbows must have a {{L|quiver}} to hold their bolts. Due to this change of behavior in version 0.31.x, the standard load for embarking now includes 3 quivers.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking, during which hostile {{L|creatures}} will not target you. Sneak mode remains active until toggled off, until detected by an enemy, or during sleep and fast travel (so it's impossible to sneak against a random encounter.) At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill, and it's possible to sneak at full movement rate. Chance of detection is also reduced, and a more skilled ambusher can remain in close combat for longer without being detected. The yellow announcement text &amp;quot;You have been spotted!&amp;quot; indicates that sneak mode is no longer active against any hostiles in range.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the {{L|butcher's shop}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase his {{L|Marksman|marksdwarf}}, ambusher and {{L|archery}} {{L|skill}}s.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
Caution is advised in the slaughtering process. Hunters will drop carcasses directly into the {{l|butcher's shop|butchery}}, which will make it {{l|clutter}}ed very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are suggested, or your animal corpses will rot even while in the butchery and you will lose the valuable byproducts: {{L|skin}}, {{L|meat}}, and ({{L|food}}). Bones and skulls can be salvaged from non-sentient skeletons once processed by a butcher. ([http://www.bay12games.com/dwarves/mantisbt/view.php?id=1180 doesn't work?]). It can also happen that your butcher is not fast enough and a hauler takes a corpse from the butchery and puts it on a refuse pile. This shouldn't be a problem as your butcher will pick it up from there.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, some of the food will rot.  Also, the {{L|craftsdwarf}} unfortunate enough to need the bones, hooves, etc, from the rotted critters will have to endure the {{l|miasma}} of rotting corpse.  All these things can place a strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of {{L|bolt}}s.  Without bolts assigned, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf with the ambusher skill as the highest skill when embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality|quality}}. Several caveats apply:&lt;br /&gt;
&lt;br /&gt;
*This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  &lt;br /&gt;
*You can combine the ambusher skill with other {{L|ranger}} skills (except animal caretaker), even ones equal to their ambusher skill, will still receive this equipment. &lt;br /&gt;
*Most military skills (sorry {{l|fighter}} and {{l|biter}}), like macedwarf, can be combined at any level with the ambusher skill and still receive the equipment.  (Separately, dwarfs whose highest skill is a military skill will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
*You can also get the freebies by giving a social skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
*Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://www.bay12games.com/dwarves/mantisbt/view.php?id=110] Fixed in 0.31.22?&lt;br /&gt;
*Weapons of hunters might not be assigned properly {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Leatherworker&amp;diff=147023</id>
		<title>v0.31:Leatherworker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Leatherworker&amp;diff=147023"/>
		<updated>2011-04-25T03:51:56Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:40, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Leatherworker&lt;br /&gt;
| profession = {{L|Craftsdwarf}}&lt;br /&gt;
| job name   = {{L|Leatherworking}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|Leather}} {{L|Craft}}s&lt;br /&gt;
* Make {{L|Leather}} {{L|Armor}}&lt;br /&gt;
* Make {{L|Leather}} {{L|clothes}}&lt;br /&gt;
* Construct {{L|Leather}} {{L|Bag}}&lt;br /&gt;
* Make {{L|Leather}} {{L|Waterskin}}&lt;br /&gt;
* Make {{L|Leather}} {{L|Backpack}}&lt;br /&gt;
* Make {{L|Leather}} {{L|Quiver}}&lt;br /&gt;
* Sew {{L|Leather}} {{L|Image}}&lt;br /&gt;
| workshop = {{L|Leather works|Leather Works}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Leatherworker''' is the skill associated with the '''leatherworking''' {{L|labor}}. Leatherworking is used to make all of the leather goods at a {{L|Leather works}}. It is also used to sew {{L|leather images}} onto objects.&lt;br /&gt;
&lt;br /&gt;
The leatherworker skill is also used to make leather craft goods at a {{L|craftsdwarf's workshop}} and {{L|armor}} at a leather works.&lt;br /&gt;
&lt;br /&gt;
Leather bags may also be buggy right now.  {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glassmaker&amp;diff=147022</id>
		<title>v0.31:Glassmaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glassmaker&amp;diff=147022"/>
		<updated>2011-04-25T03:49:56Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:15, 16 April 2011 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Glassmaker&lt;br /&gt;
| profession = {{L|Craftsdwarf}}&lt;br /&gt;
| job name   = {{L|Glassmaking}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|gem|raw glass}}&lt;br /&gt;
* Construct glass {{L|furniture}}&lt;br /&gt;
* Make glass {{L|goblet}}&lt;br /&gt;
* Make glass {{L|toy}}&lt;br /&gt;
* Make glass {{L|instrument}}&lt;br /&gt;
* Make glass {{L|vial}}&lt;br /&gt;
* Make glass {{L|pipe section|tube}}&lt;br /&gt;
* Make glass {{L|window}}&lt;br /&gt;
* Make glass {{L|trap}} component&lt;br /&gt;
| workshop = * {{L|Glass furnace}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''glassmaking''' skill is required to make  {{L|green glass}}, {{L|clear glass}} or {{L|crystal glass}} items at a {{L|glass furnace}}. &lt;br /&gt;
&lt;br /&gt;
See the {{L|Glass industry}} page for more information about using Glassmakers.&lt;br /&gt;
&lt;br /&gt;
==Glassmaking vs. masonry==&lt;br /&gt;
There is considerable overlap between items produced from {{L|stone}} at a {{L|Mason's workshop}}, and items produced from glass at glass furnaces. {{L|Mason}}ry is easier to get running and will {{L|stone management|clear excess stone}} from your fortress. Glass produces items with a higher base {{L|value}} (unless you make your masons use flux or {{L|obsidian}}), and using a {{L|magma glass furnace}} allows you to make green glass objects without consuming anything but dwarven labor.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weaponsmith&amp;diff=147021</id>
		<title>v0.31:Weaponsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weaponsmith&amp;diff=147021"/>
		<updated>2011-04-25T03:49:02Z</updated>

		<summary type="html">&lt;p&gt;Knaveofstaves: attrs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:25, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:1&lt;br /&gt;
| skill      = Weaponsmith&lt;br /&gt;
| profession = {{L|Metalsmith}}&lt;br /&gt;
| job name   = {{L|Weaponsmithing}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Forge {{L|weapon}}&lt;br /&gt;
* Forge {{L|trap}} components&lt;br /&gt;
| workshop   = &lt;br /&gt;
* {{L|Metalsmith's forge}}&lt;br /&gt;
* {{L|Magma forge}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Weaponsmith''' is the skill associated with the '''weaponsmithing''' {{L|labor}}. Weaponsmiths make {{L|metal}} {{L|weapon}}s (including {{L|crossbow}}s), {{L|trap_component|trap components}}, and {{L|bolt}}s at a {{L|metalsmith's forge}}. The skill level of the weaponsmith determines the {{L|quality}} of the produced weapons, as well as the speed of their production.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
{{L|Weapon}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Knaveofstaves</name></author>
	</entry>
</feed>