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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LaVacaMorada</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-31T21:05:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Webuggshoe&amp;diff=60628</id>
		<title>User talk:Webuggshoe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Webuggshoe&amp;diff=60628"/>
		<updated>2010-01-07T11:02:07Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Created page with 'Die, spammer scum.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Die, spammer scum.&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kitchen&amp;diff=60479</id>
		<title>40d:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kitchen&amp;diff=60479"/>
		<updated>2010-01-03T15:43:59Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: the symbols next to an item's name indicate the highest quality out of the item and its decorations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Kitchen|key=z|job=[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
|production=&lt;br /&gt;
* Prepared meal&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kitchen''' is a [[workshop]] used by a [[cook]]. The cook uses this [[workshop]] primarily to combine base ingredients ([[meat]], [[plump helmet]]s, etc.) into prepared [[food]]. It is also used to render [[fat]] into [[tallow]].&lt;br /&gt;
&lt;br /&gt;
Since kitchens can sometimes be the source of [[miasma]] from rotting food, some players take extra precautions against this.&lt;br /&gt;
&lt;br /&gt;
== Prepared meals ==&lt;br /&gt;
&lt;br /&gt;
On the Kitchen sub-menu of the ({{key|z}})-[[Status#Kitchen Status Screen|Overall Status/Kitchen]] screen, you can specify which foods kitchens are allowed to cook. (This is a universal control, and cannot be refined to one or more specific kitchen workshops or [[cook]]s.)&lt;br /&gt;
&lt;br /&gt;
There are three grades of meals you can prepare at a kitchen:&lt;br /&gt;
&lt;br /&gt;
* '''Easy''' (biscuit) requires two cookable items.&lt;br /&gt;
* '''Fine''' (stew) requires three cookable items.&lt;br /&gt;
* '''Lavish''' (roast) requires four cookable items.&lt;br /&gt;
&lt;br /&gt;
The items to be cooked do not have to be different kinds of food: for instance, a cook might combine two plump helmet spawn into a single stack of two &amp;quot;plump helmet spawn biscuits&amp;quot;, or four separate spawn into a single stack of four &amp;quot;plump helmet spawn roasts&amp;quot;.  The amount of food produced always equals the total number of food items used.  &lt;br /&gt;
&lt;br /&gt;
If large stacks of food are used as the ingredients, a large stack of meals will be produced.  For example, 22 &amp;quot;Minced cave fish roasts&amp;quot; could be created from &amp;quot;minced cave fish [5], minced [[turtle]], minced [[dwarven wine]] [14], and minced turtle [2]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Cooking foods destroys any byproducts such as [[seed]]s, [[shell]]s, or [[bone]]s - none are left, not after cooking, not after eating.  This makes them ideal for placement in dining rooms located far away from your main population because food and refuse haulers will not have to trek long distances to retrieve the seeds or bones left after a meal, and a single enormous meal stack can feed several dwarves for a year or more&lt;br /&gt;
&lt;br /&gt;
===Stockpiles===&lt;br /&gt;
A [[food]] [[stockpile]] can be customized to accept prepared meals, or only prepared meals, by using the {{k|u}} key within that stockpile.  A stockpile that accepts prepared meals does not filter based on what ingredients were used - a prepared meal is simply a prepared meal, end of discussion.  This can be toggled either on an existing stockpile by {{k|q}}uerying it and then using the {{k|s}} option to change it, or when creating a custom stockpile using {{k|p}} and then {{k|t}}.  If all foods are {{k|b}}locked and prepared foods are allowed, ''only'' prepared foods will be placed in that stockpile.&lt;br /&gt;
&lt;br /&gt;
[[Barrel]]s can only hold a max of 10 items - stacks of prepared food that are larger than 10 will not fit in barrels, and will be placed individually on stockpile tiles.  This may leave them more vulnerable to [[vermin]], but can actually create denser stockpiles in terms of meals/tile.  Meals that are not in barrels do not seem to rot any faster.&lt;br /&gt;
&lt;br /&gt;
Many players put their prepared foods stockpiles near [[dining room]]s, to reduce the travel time for dwarfs that are [[Labor#Get back to work|eating]].&lt;br /&gt;
&lt;br /&gt;
===Rotting===&lt;br /&gt;
&lt;br /&gt;
A big problem with prepared meals is that if they are not stored in a stockpile (with or without a barrel) they will rot much faster than other [[food|foodstuffs]]. This will occur right there in the kitchen, effectively rendering their preparation a waste of time and resources and creating a large cloud of [[miasma]].  &lt;br /&gt;
&lt;br /&gt;
Currently, prepared food stacks of 10 or less can be stored in a barrel, ensuring their long-lasting preservation.  Prepared meals will not rot in a food stockpile, even outside of a barrel. &lt;br /&gt;
&lt;br /&gt;
Ensuring that you have enough food [[haul]]ers and open stockpiles that accept prepared food is the only way to prevent this.&lt;br /&gt;
&lt;br /&gt;
===Value of a prepared meal===&lt;br /&gt;
&lt;br /&gt;
Regardless of the type of meal you produce, a stack of prepared meals has a base value of 10 for each meal in the stack, multiplied by the quality rating of the preparation quality.  However, the final value of a stack of meals is highly variable because it is so strongly influenced by the quality of the ingredients and the size of the ingredient stacks.  The value added by the preparation can be a small fraction of the total value of the meal when expensive or exceptionally-prepared ingredients go into the meal.  [[Meat]] from animals with high [[animal material multiplier|MODVALUE]], processed plants that generate large stacks, or luxury food items like [[cheese]] are all ingredients that can cause a stack of prepared meals to have a surprisingly high value.&lt;br /&gt;
&lt;br /&gt;
====Some examples:====&lt;br /&gt;
&lt;br /&gt;
'''≡Dwarven wheat flour roast [33]≡'''&lt;br /&gt;
&lt;br /&gt;
:This is a stack of 33 finely-prepared dwarven wheat flour roast. The ingredients are exceptionally minced plump helmet, well-minced deer meat, superiorly minced quarry bush leaves and minced dwarven wheat flour.&lt;br /&gt;
&lt;br /&gt;
:Total value: 3102☼&lt;br /&gt;
&lt;br /&gt;
:10 (prepared meal)               * 3 (fine)        == 30&amp;lt;br /&amp;gt;&lt;br /&gt;
:2 (plant) * 2 ([[plump helmet]]) * 5 (exceptional) == 20&amp;lt;br /&amp;gt;&lt;br /&gt;
:2 (meat) * 1 ([[deer]])          * 2 (well-made)   ==  4&amp;lt;br /&amp;gt;&lt;br /&gt;
:5 ([[quarry bush leaves]])       * 4 (superior)    == 20&amp;lt;br /&amp;gt;&lt;br /&gt;
:20 ([[dwarven wheat flour]])     * 1 (no label)    == 20&amp;lt;br /&amp;gt;&lt;br /&gt;
:Subtotal (value of one serving): 94☼&lt;br /&gt;
&lt;br /&gt;
:94 (value) * 33 (quantity) == 3102☼&lt;br /&gt;
&lt;br /&gt;
'''*Dragon meat stew [41]*''' &lt;br /&gt;
&lt;br /&gt;
:This is a stack of 41 well-prepared dragon meat stew. The ingredients are finely-minced dwarven syrup, minced quarry bush leaves and well-minced dragon meat.&lt;br /&gt;
&lt;br /&gt;
:Total value: 11685☼&lt;br /&gt;
&lt;br /&gt;
:10 (prepared meal)         * 2 (well)     ==  20&amp;lt;br /&amp;gt;&lt;br /&gt;
:20 ([[dwarven syrup]])     * 3 (fine)     ==  60&amp;lt;br /&amp;gt;&lt;br /&gt;
:5 ([[quarry bush leaves]]) * 1 (no label) ==   5&amp;lt;br /&amp;gt;&lt;br /&gt;
:2 (meat) * 50 ([[dragon]]) * 2 (well)     == 200&amp;lt;br /&amp;gt;&lt;br /&gt;
:Subtotal (value of one serving): 285☼&lt;br /&gt;
&lt;br /&gt;
:285 (value) * 41 (quantity) == 11685☼&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*:[[Food]]&lt;br /&gt;
:*:[[Meat industry]]&lt;br /&gt;
:*:[[Cook]]&lt;br /&gt;
:*:[[Overall Status|z-Status Menu]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60119</id>
		<title>40d Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60119"/>
		<updated>2009-12-25T05:03:37Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Making Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come losing redirects here? --[[User:Mizipzor|Mizipzor]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --[[User:BurnedToast|BurnedToast]] 20:37, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I changed it.  Now there's a full [[losing]] article for all of you losers out there. ;-) --[[User:JT|JT]] 20:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TSearch summary ==&lt;br /&gt;
&lt;br /&gt;
I decieded to break down the TSearch hacking DF video&lt;br /&gt;
&lt;br /&gt;
#Open TSearch and Dwarf Fortress&lt;br /&gt;
#Make a new fortress and open Prepare carefuly&lt;br /&gt;
#Open the DF process in TSearch(dwarfort.exe)&lt;br /&gt;
#Press the search button(looks like a magnifying glass) and search 10 as 1 byte&lt;br /&gt;
#Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)&lt;br /&gt;
#Press search next(magnifying glass with &amp;quot;...&amp;quot; next to it) and search 7(you will get from 7 to 14)&lt;br /&gt;
#Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they weren't on mine)&lt;br /&gt;
#On the left press one of the 7s and hit freeze(looks like a craftsdrawf)&lt;br /&gt;
&lt;br /&gt;
With this, you can make the dwarf proficient in everything.&lt;br /&gt;
To change points, follow numbers 1-3 and then:&lt;br /&gt;
&lt;br /&gt;
#Change points to 94 by buying the dwarves skills&lt;br /&gt;
#Search 94 as 1 byte&lt;br /&gt;
#Change points to 22&lt;br /&gt;
#Search next 22 as 1 bit(you may get 1 to 2 results)&lt;br /&gt;
#Double click the static 22&lt;br /&gt;
#Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)&lt;br /&gt;
#Then change points to whatever you want&lt;br /&gt;
&lt;br /&gt;
Optionaly, change points to 10000 and freeze it. --[[User:0todd0|0todd0]] 19:23, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verification with world gens especially with 40c ==&lt;br /&gt;
&lt;br /&gt;
A lot of warnings in here say that the game will fail to load upon editing of a raw file. I have done that to make copper anvils and free adamantine, and I can play a world in its 2nd and 3rd year. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Krumlink|Krumlink]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Better safe than sorry. Gen'ing a new world is guaranteed to work, while other methods might not be. If you've got a method that works 100% of the time with any removal/addition/change to any raw file, document it fully and post it here so that others can test it and help you verify it. --[[User:N9103|Edward]] 17:20, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reaction Edits ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't we be teaching people to edit the reactions to make something as well as the functional code there? I had a difficult time with them back when i was learning them at first. [[User:Althalus|Althalus]] 18:41, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a note to the free adamantine portion of this page. If you put the [REAGENT] tag in there, it should be followed by the reagent details. Removing the tag potentially makes it less confusing. Of course I could just be an overzealous n00b to modding. [[User:IceDragon XxX|IceDragon XxX]] 19:31, 25 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verification of Slower frame rate from speed modding == &lt;br /&gt;
&lt;br /&gt;
I've noticed this myself -- the culprit, I suspect, is dwarves calling the path function much more often as they complete jobs far more quickly than normal. Anyone else know a way to verify my supposition conclusively, or to test it, so it can be included in the main page? [[Special:Contributions/24.147.242.72|24.147.242.72]] 10:06, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved River Freeze Cheat ==&lt;br /&gt;
&lt;br /&gt;
Reason: init file modifications are more like game mechanics than raw editing. Now in &amp;quot;exploits&amp;quot; (though the mechanics of save-scumming aren't entirely covered by init.txt, so they stayed) [[Special:Contributions/71.230.249.145|71.230.249.145]] 22:07, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problems with Creature Modding Described ==&lt;br /&gt;
I'm kind of a n00b to both DF and this wiki so please don't shoot me if this is the wrong place:&lt;br /&gt;
The creature edits in the article don't seem to work.  I tried modding horses to drop shells on death as described, and it failed.  Rather epically.  Instead of dropping shells, when the creature was slaughtered it seemed to vanish.  No bones, no meat, no fat, nothing.  And no shells.  I did this by copying the line of code given [ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE] into the domestic creatures txt file under [CREATURE:HORSE].  I also tried to improvise a shell reaction using the adamantine reaction in the article, but no dice.  That one might have been my fault though.&lt;br /&gt;
&lt;br /&gt;
_____________________________________________________________________________________________________________________________________________________________&lt;br /&gt;
&lt;br /&gt;
Did you check? Maybe you should type your self?&lt;br /&gt;
&lt;br /&gt;
== Breeding pets in the smelter ==&lt;br /&gt;
&lt;br /&gt;
Hey guys. I've tried to get some pets with the smelter:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:GETPETS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:ask Armok for some small pets]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:RAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:LIZARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:TURTLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:PET:NO_SUBTYPE:CREATURE:HEDGEHOG]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:CHIPMUNK]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_GRAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_RED]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_BLUEJAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_CARDINAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_GRACKLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_ORIOLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_RW_BLACKBIRD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it's not quite working as I hoped. It only creates '''boiling''' leather that '''freezes''' the Dorf to death, that used the smelter before (even if he makes a run for it)&amp;lt;br /&amp;gt;&lt;br /&gt;
Maybe anyone sees what I did wrong? --[[User:Arni|Arni]] 11:22, 5 December 2009 (UTC)&lt;br /&gt;
:You're using a matgloss token of &amp;quot;CREATURE&amp;quot; and a matgloss subtype of your creature type, which doesn't actually work. You should be using the creature type as the matgloss and have '''no''' matgloss subtype - for example, &amp;quot;[PRODUCT:100:1:PET:NO_SUBTYPE:RAT:NO_MATGLOSS]&amp;quot;. --[[User:Quietust|Quietust]] 18:34, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I take it that the boiling leather freezes dorfs to death, because &amp;quot;CREATURE&amp;quot; is assigned melting and boiling points of 0 and body temperature of 0--the moment it spawns, it melts and boils, but it's cold enough to suck up all the heat in the vicinity. Kinda like liquid nitrogen, I guess, except alive. And about minus nine thousand Kelvin. --[[User:Sz|Sz]] 04:33, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Food ==&lt;br /&gt;
&lt;br /&gt;
I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyways.  Here's the reaction I'm attempting:&lt;br /&gt;
&lt;br /&gt;
 [REACTION:STONE_FOOD]&lt;br /&gt;
 [NAME:make food from stone!]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
 [PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
&lt;br /&gt;
I've tried many variations on the product:&lt;br /&gt;
 [PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
 [PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP]&lt;br /&gt;
 [PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS]&lt;br /&gt;
 [PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST]&lt;br /&gt;
&lt;br /&gt;
The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called &amp;quot;plants&amp;quot;.  These do wither.  I don't know what I'm missing.&lt;br /&gt;
--Aescula (unregistered)&lt;br /&gt;
:Try [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]. Also, it's probably not possible to smelt prepared food, as they are composite items. --[[User:Quietust|Quietust]] 14:19, 23 December 2009 (UTC)&lt;br /&gt;
:I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. &amp;gt;_&amp;gt; --[[User:Sz|Sz]] 04:28, 24 December 2009 (UTC)&lt;br /&gt;
::Unfortunately, no.  That's another result that produces nothing.  I'm still trying combinations.  I'll even take something that makes raw food. --Aescula&lt;br /&gt;
:::Try the combination I originally posted (which Sz apparently deleted when he posted his reply) - I specifically tested it, and it worked. --[[User:Quietust|Quietust]] 16:41, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also failed:&lt;br /&gt;
[PRODUCT:100:1:ITEM_FOOD:ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:FOOD:FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
&lt;br /&gt;
This is perplexing. --Aescula&lt;br /&gt;
&lt;br /&gt;
*Many items simply ''cannot'' be made via reactions, at this time.  Prepared food is one of them.  And you ''cannot'' have a reaction that creates a barrel of booze.  Also, armor and clothing ''cannot'' be made in the correct size.  You'll have to wait until the Burrows version comes out for fancy smelting like that.  Until then, you can ''only'' make raw food, and your dwarves will have to cook/brew it themselves. [[User:Arrkhal|Arrkhal]] 16:13, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Quietust, THANK YOU!  Your combination did indeed work.  This will let me actually try the game without running into an immense problem of lazy, starving dwarves.  And Arrkhal, I was hoping for any sort of food.  The problem I've always had is that my dwarves refuse to farm.  They'll work kitchens, butcher shops, fisheries, etc.  Just not a farm plot.  Now, they will live &amp;lt;3  Thank you all for your help, and...  Maybe post this on the page.  Here's the final code:&lt;br /&gt;
&lt;br /&gt;
 [REACTION:STONE_FOOD]&lt;br /&gt;
 [NAME:make food from stone!]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
 [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
--Aescula&lt;br /&gt;
*Do you have seeds of the plant you're trying to grow?  The game currently doesn't notify you if you don't.  If your dwarves refuse to farm, this is the most likely reason why.  (Also, make sure that you have a dwarf with the Farming (Fields) labor enabled and that your crop is either entirely above ground or entirely underground.)  --[[User:LaVacaMorada|LaVacaMorada]] 05:03, 25 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&amp;diff=60063</id>
		<title>40d Talk:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing&amp;diff=60063"/>
		<updated>2009-12-24T00:52:56Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Clothing rotting away outside */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== masterpiece disintegration ==&lt;br /&gt;
Does masterpiece clothing disentigration still cause the maker to get all pissy over it?&lt;br /&gt;
&lt;br /&gt;
If so, then it needs to be added to the article. --[[User:Heliopios|Heliopios]] 13:31, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've seen a few artifact articles of clothes in the game, but I have never seen anyone wear them.  It could be that the game avoids this question.  --[[User:Mirthmanor|Mirthmanor]] 20:24, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My clothing industry has been running nonstop with 7 dwarves for many years (at least 10).  They are all legendary or very nearly there in every clothing ability (besides strand extraction).  At this point I've gotten 4 or so 'lost masterpiece' messages concerning my clothing dwarves, particularly the two who got legendary first, via artifacts.  It would be extraordinarily improbable for a kobold thief to make it in and out of my fort undetected (my meeting area is in the 3 wide entrance, so a thief has to make it in when nobody happens to be there, which never seems to happen, what with 25+ hungry mouths and the aristocracy up to and including the queen) -- and it would say 'theft' not 'lost' anyways.  I believe the only reason I haven't received many more such messages is because the dwarves aren't putting on the masterwork clothes -- I guess they don't see a point in being non-nudist in a desert. &lt;br /&gt;
&lt;br /&gt;
A related question is whether one would get multiple unhappy thoughts from a masterfully dyed, woven, and sewn article of clothing disintegrating.  Or, for that matter, masterfully encrusted as well (gem encrusting has quality, right?).  --Wyriel&lt;br /&gt;
:Perhaps your dwarves doesn't have enough money to wear masterpiece clothes, so not a lot of them wears and tears out. As for the related question, I do not know at all. --[[User:Karl|Karl]] 20:03, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Clothing is classed as &amp;quot;armor&amp;quot; (in some parts of the game, at least), and artifact armor can only be worn by... heroes (iirc), so maybe that's the dealbreaker?  And the word is &amp;quot;wear&amp;quot;, not &amp;quot;disIntEgrate&amp;quot;. (&amp;amp; fixed subsection title spelleng.)--[[User:Albedo|Albedo]] 21:57, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== mass-produce? discard old clothes? ==&lt;br /&gt;
I would like to see something on which clothes players should mass-produce to keep their dwarves happy. I'm really not sure myself. [[User:Mindsnap|Mindsnap]] 15:37, 6 December 2007 (EST)&lt;br /&gt;
: I second this request. Do dwarves automatically discard old clothes? It seems that my dwarves are buying new clothes at the stores, but then they still wear there old rotting trousers. --[[User:Mitchy|Mitchy]] 11:01, 9 January 2008 (EST)&lt;br /&gt;
::In my experience they would discard old socks and boots, but will wear a dosen rotting dresses at once. Maybe some inv slots have limit on the clothes number, and some not? [[User:Dorten|Dorten]] 23:11, 9 January 2008 (EST)&lt;br /&gt;
: I recall a post on the forums that said it's best not to produce clothing at all, and start a dwarven nudist colony. That method is a simple solution that prevents unhappy thoughts from accumulating. I don't think it maximizes happiness, though, as Dwarves get happy thoughts from making satisfying acquisitions. [[User:Non|Non]] 03:50, 5 February 2008 (EST)&lt;br /&gt;
:: No good idea. Not having clothes gives an unhappy thought for every separate piece of clothes missing. --[[User:Koltom|Koltom]] 16:00, 18 February 2008 (EST)&lt;br /&gt;
:::not so. dwarves get(used to, removed this version) an unhappy thought for LOSING each piece of clothing, but once its gone(or if they started with none) there is no unhappy thought. they are perfectly fine and happy being naked, once the sadness of rotting clothes wears off --[[User:Chariot|Chariot]] 18:30, 18 February 2008 (EST)&lt;br /&gt;
:::: I once had the thought &amp;quot;XY was embarrassed to have no shirt lately&amp;quot;. cant swear if he had one before that thought or not, but dont rotting clothes give a different thought &amp;quot;emb. about...clothes rot away&amp;quot;? It still might be that he gets that thought only once. --[[User:Koltom|Koltom]] 18:56, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Artifact Cave Spider Silk Thong ==&lt;br /&gt;
&lt;br /&gt;
All right, given that you probably ''are'' going to make exotic underwear with cave spider silk... couldn't it at least be something that the dwarf who made it was going to ''wear'' rather than something which is rare for humans?&lt;br /&gt;
&lt;br /&gt;
Oh well, when my clothier passes over I will have something fantastic to sell which is also very light I guess![[User:GarrieIrons|GarrieIrons]] 21:47, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
Am I missing something? Is there any reason at all to provide new clothes for dwarfs? --[[User:Shadow archmagi|Shadow archmagi]] 09:27, 28 February 2008 (EST)&lt;br /&gt;
:You mean other than the fact that if old clothes start to rot the dwarf wearing said clothing gets an unhappy thought?  I highly doubt that's been removed since the last version I was semi-familiar with. --[[User:BDR|BDR]] 13:52, 28 February 2008 (EST)&lt;br /&gt;
:: Ah. Well, I built a HUGE dining room. Its taken two years to fully smooth it, but now any dwarf who eats instantly becomes either ecstatic, happy, or, if they're whole family was killed and they had to sleep on the ground by the rotting corpses, they might just be content. Wow, writing that once again reminded me how totally R rated this game would be if it were 3d.  --[[User:Shadow archmagi|Shadow archmagi]] 16:04, 28 February 2008 (EST)&lt;br /&gt;
::BDR- it was taken out in the latest release because of problems. Once it works right, Toady said he was going to bring it back, but for the current version and immediate future, clothes are just a waste of effort.--[[User:Erom|Erom]] 16:36, 28 February 2008 (EST)&lt;br /&gt;
::: Here I have a massive clothing industry sitting idle, unemployed dyers starting fights, and dear Toady is off figuring out how many ribs dwarves have and whether skin can be flayed.  My civilization yearns to be built on green silk cravats, not the torturer's arts. :)  --[[User:Jellyfishgreen|Jellyfishgreen]] 17:17, 17 November 2008 (EST)&lt;br /&gt;
::Well, there's still the awesome value of having your dwarves swank around in fancy clothes. Plus adamantine clothes provide more protection than most pieces of more conventionally-manufactured plate-level armour if I'm not mistaken, which might prove worthwhile if you happen to strike adamantine and only have legendary clothiers.--[[User:Quil|Quil]] 17:40, 17 November 2008 (EST)&lt;br /&gt;
::Hahaha, I have to note here that there is one very, very practical reason to give your dwarves clothes: If it's cold and they have body parts exposed, they will freeze, and the nerve damage from this is permanent. My glacial fortress suffers from chronic brainfreeze epidemics in babies and soldiers, and they don't even get to eat any ice cream. --[[User:Navian|Navian]] 17:45, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Frequency ratings ==&lt;br /&gt;
How common is common? It seems like every goblin invasion has had about 4 or 5 iron masks, about 50% of goblins, so it doesn't seem like they are that uncommon. Is this on the threshold of uncommon? &amp;lt;br&amp;gt; Do others get this many masks? [[User:Dangerous Beans|Dangerous Beans]] 07:11, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I've been playing for a couple months, and I've never seen one. So, uh, maybe it's something to do with the specific culture of the goblin civilization that's attacking you. --[[User:Zombiejustice|Zombiejustice]] 14:01, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That would make sense, I might start a new fortress else where, and see if I get as many. [[User:Dangerous Beans|Dangerous Beans]] 01:56, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Separating ==&lt;br /&gt;
&lt;br /&gt;
Is there anyway to separate dwarf-sized clothing from goblin &amp;amp; kobold sized clothing? I've been messing with my stockpiles, but can't seem to sort them out. [[User:HeWhoIsPale|HeWhoIsPale]] 10:14, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been working under the assumption that the {{key|u}} usable and {{key|j}} unusable toggles on many of the stockpile pages provide this functionality. I ''think'' it works, but I generally don't really pay that much attention to such matters... --[[User:Raumkraut|Raumkraut]] 11:59, 5 September 2008 (EDT)&lt;br /&gt;
::Clothing appears to be sorted as a &amp;quot;finished good&amp;quot; though, which doesn't have those toggles. [[User:HeWhoIsPale|HeWhoIsPale]] 08:56, 8 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Coats Anyone?==&lt;br /&gt;
I can't seem to make coats in the latest version (.40d) in either clothiers or leatherworkers, and I haven't seen a dwarf start with a coat in this version yet.  Anyone know what's going on? --[[User:Squirrelloid|Squirrelloid]] 14:36, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had no problem with that in 40d.  They wear coats when they arrive (unless they're wearing a robe instead), I can produce them, and they'll put on new coats if their coat or robe wears out.&lt;br /&gt;
&lt;br /&gt;
:There used to be a note somewhere that not all forts/civs can produce the same clothing.  Maybe that's what's at work?--[[User:Maximus|Maximus]] 18:02, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The possible types of clothing for civs are in the entity_default.txt file, and are selected for each individual civ (or site, even, not sure) in that 'finalizing uniforms' step near the end of world gen. I'm not sure if the climate of the civilization's cities has any effect on this determination, but they definitely will have a limited selection instead of being able to make anything on the entity_default list. --[[User:Navian|Navian]] 17:39, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seperating Dwarves from Rotten Clothing ==&lt;br /&gt;
I noticed my dwarves' clothing was wearing out, and started using all that nice fabric I'd been buying from the elves for years to replace it.  My dwarves don't seem to care all that much...  Some of them have picked up a few new things(no economy) but none of them have ditched any of their old stuff.  I have dwarves wandering around wearing three pairs of socks, two ruined, one not.  I even tried marking stuff for dumping but they don't give a damn; maybe I don't have to if they don't, but it bugs &amp;lt;em&amp;gt;me&amp;lt;/em&amp;gt;.  How do I get rid of the ruined clothes? --[[User:Corona688|Corona688]] 15:55, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[!!]]?--[[User:Maximus|Maximus]] 17:48, 10 December 2008 (EST)&lt;br /&gt;
::Killing everyone with fire would destroy the clothing, yes.  But  would also kill everyone with fire. --[[User:Corona688|Corona688]] 00:38, 12 December 2008 (EST)&lt;br /&gt;
:::Yeah, I know.  But I enjoyed typing it all the same. ;-) --[[User:Maximus|Maximus]] 02:24, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Only way to do this is to mark their stuff for dumping.  They'll then realize they're naked and will (eventually) go buy/obtain new clothes.  I know exactly how you feel, my Captain of the Guard was getting negative thoughts from having her clothing fall apart and I kept wishing she'd just go replace her outfit.  She was still ecstatic, but when a dwarf with maxed out stats that's a legendary Pump Operator, Wrestler, Marksdwarf, and Hammerdwarf gets negative thoughts, I get worried no matter what the circumstances are. --[[User:ThunderClaw|ThunderClaw]] 13:43, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Marking items owned by a dwarf for dumping does not cause them to dump the item.  In fact, if the dwarf owns it you have no control over what they do with it.  Similarly, they will ignore any attempts to forbid the item and continue wearing them.  They will, however, put on new clothes over their rags, which should stop them from being naked when the old ones disintegrate. --[[User:Squirrelloid|Squirrelloid]] 15:07, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Interesting.  This means the Hammerer, when he arrives, does not own his Hammer, since you can dump it.  :)  &amp;quot;Tool of the state&amp;quot; indeed.  --[[User:Corona688|Corona688]] 14:13, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think you might be wrong Squirrelloid, I use dumping to change armor all the time. If you Dump then forbid the item at the same time then they wont dump it because they aren't allowed to interact with it. Double check to make sure you just dumped the item.--[[User:Mrdudeguy|Mrdudeguy]] 05:01, 23 May 2009 (UTC) &lt;br /&gt;
&lt;br /&gt;
::::Dwarves do not own their armor. Dwarves will never dump or stockpile an object that is owned by one of your dwarves. [[User:VengefulDonut|VengefulDonut]] 13:50, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Do they still get negative thoughts from wearing decaying clothing?  I haven't seen any in 40d.  I used to see such thoughts a lot back when I was heavy into the 2D version.--[[User:Maximus|Maximus]] 21:43, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Is there ANY difference?==&lt;br /&gt;
there seem to be many redundancy between types of clothing. EG:&lt;br /&gt;
Pants, Skirt, Short skirt, Long skirt all fill the same functional roll.&lt;br /&gt;
now I can understand Pants vs Skirts for flavor reasons, but does the type of skirt do ANYTHING?&lt;br /&gt;
This problem exists for many categories. Please help me understand.--[[User:Mrdudeguy|Mrdudeguy]] 05:06, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope, no difference. Its pretty much like real life in that respect. Why would you expect a long skirt to do something different then a normal or short one? [[User:Lando242|Lando242]] 12:40, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Eeem..have you been to real life lately? A short skirt can make a '''huge''' difference ;) Who knows, maybe it already affects DF romances XD --[[User:Birthright|Birthright]] 21:32, 18 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Really? The two inch difference between a short DWARF skirt and a long DWARF skirt hugely matters? Remember their legs are only like 2 feet long };-). Anyway, yeah, its just a flavor thing, variety is the spice of life and all that. [[User:Lando242|Lando242]] 21:37, 22 June 2009 (UTC)&lt;br /&gt;
::::Now i could be boring and point out that a smaller person also puts more weight into smaller differences, but meh - i'll just say good riposte ;) --[[User:Birthright|Birthright]] 23:00, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clothing rotting away outside==&lt;br /&gt;
&lt;br /&gt;
I have observed that my dwarves keep their old X&amp;lt;clothes&amp;gt;X around. Do these eventually find some way out of my fortress? Like, will they eventually just rot away on their own? or do i need to put them outside for them to rot completely, (like bones). Or is there some other way of dealing with these old clothes that nobody wears anymore? --[[User:Dissimulation|Dissimulation]] 23:08, 23 December 2009 (UTC)&lt;br /&gt;
:Once they become XX&amp;lt;clothes&amp;gt;XX, your dwarves will move them to a refuse stockpile, where they eventually disappear.  You can speed up the process by using [[magma]] or a [[chasm]], or by trading/offering them to merchants.  --[[User:LaVacaMorada|LaVacaMorada]] 00:52, 24 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:LaVacaMorada&amp;diff=59884</id>
		<title>User talk:LaVacaMorada</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:LaVacaMorada&amp;diff=59884"/>
		<updated>2009-12-18T01:00:55Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Spam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
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--[[User:Briess|Briess]] 00:52, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Exploratory mining]] ==&lt;br /&gt;
&lt;br /&gt;
 I'm a bit confused as to what you mean by labor vs. net effect... &lt;br /&gt;
How about the definition in the article? [[Exploratory_mining#Labor]] --[[User:Albedo|Albedo]] 07:20, 1 November 2009 (UTC)&lt;br /&gt;
:Which one?  I see two of them:&lt;br /&gt;
:*&amp;quot;Labor is the amount of work that goes into the digging process.&amp;quot;&lt;br /&gt;
:*&amp;quot;The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&amp;quot;&lt;br /&gt;
:These definitions don't agree with each other.  Under the first definition, digging a tunnel, digging a channel, carving a ramp, and carving a stairway should all count as the same amount of labor, since they take a miner the same amount of time.  Under the second, a channel or ramp counts for twice as much as a tunnel or stairway.  Are we concerned with the amount of time it takes to mine, or the amount of stone produced?  --[[User:LaVacaMorada|LaVacaMorada]] 11:27, 1 November 2009 (UTC)&lt;br /&gt;
::Ah - the second can be read two different ways, and now that you point it out it is not airtight phrasing.  It should be read in light of the first, which is &amp;quot;...''the fraction of tiles required to be designated for digging''...&amp;quot;, not &amp;quot;...''the fraction of tiles that are removed by digging''...&amp;quot;, the difference only being relevant in ramps (or cave-ins).  Without your ramp example, they are one and the same.  Will edit.  (However, do you really not grok that this is the only relevant meaning of the word &amp;quot;labor&amp;quot; in this context?  That to be consistent with every other &amp;quot;Labor: %&amp;quot; value in this article, this ''has'' to be the only meaning possible?) --[[User:Albedo|Albedo]] 18:20, 1 November 2009 (UTC)&lt;br /&gt;
:::Obviously I understand that it has to be some kind of ratio based on the amount of mining done per unit area.  However, both &amp;quot;percentage of tiles designated&amp;quot; and &amp;quot;percentage of tiles removed&amp;quot; were consistent with all of the values in the articles until I added in the example involving ramps.  I initially assumed that it meant &amp;quot;percentage of tiles designated&amp;quot;, but then you edited the example using &amp;quot;percentage of tiles removed&amp;quot; as the criterion, which is what confused me. --[[User:LaVacaMorada|LaVacaMorada]] 19:23, 1 November 2009 (UTC)&lt;br /&gt;
::::Um... no, actually, not so much. The edit comment I made was &amp;quot; ''It's about &amp;quot;labor&amp;quot;, not &amp;quot;net effect&amp;quot;'' &amp;quot; - your response was &amp;quot;''Ordinarily, I would expect labor to refer to the number of mining jobs necessary to dig out a particular area..''.&amp;quot; - which is what we just agreed upon, and where I started, but not what your original edit implied with the &amp;quot;7%&amp;quot; tangent. I think the rest was you projecting something more into my edit. But I think it's all good now?  Interesting pattern, btw - is it yours? (Hard to stitch together.)--[[User:Albedo|Albedo]] 20:25, 1 November 2009 (UTC)&lt;br /&gt;
:::::You edited it to say 14.2%, or one in seven tiles, which is the &amp;quot;percentage of tiles removed&amp;quot; by one up-ramp and one down-ramp in every 14 tiles.  If we're going with &amp;quot;percentage of tiles designated&amp;quot;, it should be changed back to 7.14% or one in fourteen, for one up-ramp every 14 tiles with the down-ramps being free.  I did come up with this pattern, although I was heavily inspired by other stuff on this wiki.  --[[User:LaVacaMorada|LaVacaMorada]] 21:29, 1 November 2009 (UTC)&lt;br /&gt;
::::::...um, that's because I'm an idiot. I counted up, from one &amp;quot;up-ramp&amp;quot; to the next, 7 tiles - I didn't notice that they are not repeated every column, but every ''other'' column, and that they are 14 tiles apart in rows.  I noted the 1-offset in the pattern vertically, but the pattern as shown is not large enough to show that the pattern repeated horizontally only over a larger distance (which I missed).  So your &amp;quot;1/7&amp;quot; comment was the bait that I bit on, and the rest we were agreeing on the whole time. Edited (back) to reflect that. Make sure it looks right now [[Exploratory_mining#Diagonal_ramps]].  ''(D'OH!)''--[[User:Albedo|Albedo]] 22:48, 1 November 2009 (UTC)&lt;br /&gt;
:::::::The diagram is correct, but the part about losing stone permanently isn't (the stone falls down to the up ramp - you should see 2 stones if you look there, provided you don't lose either one to an unskilled miner).  Changing that part back.  --[[User:LaVacaMorada|LaVacaMorada]] 03:57, 2 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spam ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The point is, it serve no purpose. At all. I certainly hope you don't respond to mail spam. --[[User:Karl|Karl]] 14:35, 17 December 2009 (UTC)&lt;br /&gt;
:I don't think you understand.  The purpose is to have a good laugh at the spammers' expense.  The whole point is that the spammers aren't people, so I thought that I could make fun of them without offending anyone.  Apparently, I was wrong.  --[[User:LaVacaMorada|LaVacaMorada]] 01:00, 18 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Karl&amp;diff=59871</id>
		<title>User talk:Karl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Karl&amp;diff=59871"/>
		<updated>2009-12-17T14:33:47Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Spam */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
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* Never put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;--[[User:Quil|Quil]] 00:18, 28 January 2009 (EST)&lt;br /&gt;
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Whoops, sorry. &amp;lt;.&amp;lt; I wasn't thinking. Good luck with it! [[User:Protactinium|Protactinium]] 00:22, 1 April 2009 (UTC)&lt;br /&gt;
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Hey, you have the same first name as me.--[[User:Karlito|Karlito]] 04:48, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
 clearly need d for dwarf, the fire example is just pure awesomness&lt;br /&gt;
Thanks... but it was written as a tragedy!--[[User:Albedo|Albedo]] 00:29, 15 September 2009 (UTC)&lt;br /&gt;
: You can laugh about everything, just not with everyone :p --[[User:Karl|Karl]] 00:48, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
THX for the typo fix... ^^ --[[User:Kami|Kami]] 08:04, 26 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A Taste of Your Own Medicine? ==&lt;br /&gt;
&lt;br /&gt;
Wikis are about collaborative editing, not enacting eye for an eye or tooth for a tooth revenge based on edits you think were not constructive.  That merely degrades the quality of the wiki.  I have plenty of reason to believe Squirrelloid acted in good faith when removing those quotes; however, you - by your own admission - have made it clear that you were not acting in good faith.  Behave, and settle differences in opinion sensibly like a responsible adult. --[[User:Briess|Briess]] 16:52, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sure, I'm with you on this. Yet, there's a nuance between collaborative editing and imposing is view of a subject. In this case, Squirrelloid is imposing is own humor, removing quote on false pretense ( I repeat, nowhere is it written than quote must be funny ). By doing so, it's clearly impossible to re-add them back, since no one really care and you can't get a consensus on this. I'm acting in good faith too, for the wiki, as I find his removal offensive, and I'm not the only one, as you can see. There's NO reason to keep the quote page small, there's no reason to remove quote who are not necessarily funny, since quote are quote, not funny little catch phrase. &lt;br /&gt;
&lt;br /&gt;
:That's why I removed quote added by him, to show him how easily it is to destroy something. Anyone can come by, delete a lot of them, and never came back, based on is own opinion. Now as per wiki rule, he has to call for opinion so he can add it back. Funny stuff to have a taste of his own medicine, Yet he prefer to come by and cry to you. If I had not admitted it, or deleted them with a fake account, it would have been the same. --[[User:Karl|Karl]] 17:17, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;That's why I removed quote added by him, to show him how easily it is to destroy something.&amp;quot;  I don't care by what means you think removal of content for example is justifiable by; but '''UNLESS''' you believe that you are improving the page, and that is your primary goal (not education of what edits can do to a wiki), by removing content, don't remove content.  --[[User:Briess|Briess]] 17:20, 5 November 2009 (UTC)&lt;br /&gt;
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== French Wiki Main page ==&lt;br /&gt;
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I see you know to use Wiki code on the Main page of this wiki. I've tryed to change the home page in the French wiki like this wiki but i've got some layout problems.&lt;br /&gt;
&lt;br /&gt;
Can you help me? The page is on this link: http://www.dwarffortress.fr/wiki/index.php?title=Accueil&lt;br /&gt;
&lt;br /&gt;
You have to suscribe if you want to edit this page, it's protected.&lt;br /&gt;
&lt;br /&gt;
Thanks to help me ad sorry for my english --[[Special:Contributions/Darkomen|Darkomen]] 23:12, 7 November 2009 (UTC)&lt;br /&gt;
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== Spam ==&lt;br /&gt;
&lt;br /&gt;
I'm not stupid.  I know the spammers are bots.  What's wrong with making fun of them?  --[[User:LaVacaMorada|LaVacaMorada]] 14:33, 17 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=59714</id>
		<title>40d:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=59714"/>
		<updated>2009-12-13T22:16:13Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Size does matter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''' is material made out of [[cloth]] or [[leather]] which is worn by sentient [[humanoid]] [[creatures]] to protect them from the elements.  Articles of clothing are similar in concept to [[armor]], but distinguished by the fact that they are ''owned'' by your dwarves and mostly do provide significantly less protection against attacks.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as finished goods, and may be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[dwarves]], and [[elf|elves]] do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and trousers and males wearing dresses and skirts{{version|0.28.181.40d}}.  One could call Dwarf Fortress a paragon of gender equality.&lt;br /&gt;
&lt;br /&gt;
== Size does matter ==&lt;br /&gt;
Clothing and armor marked as &amp;quot;'''large'''&amp;quot; can not be made or worn by dwarves*, but will still be offered by human and elven [[caravan]]s. &amp;quot;'''Small'''&amp;quot; articles of clothing and armor usually come from killed [[kobold]]s and are also unusable. Items labeled as &amp;quot;'''narrow'''&amp;quot; come from [[goblin]]s and can't be made or worn either.  However, all of these can be sold to caravans for a nice price.  Note that they will not count toward [[created wealth]] (or [[exported wealth]]) unless first [[decorate]]d.&lt;br /&gt;
&lt;br /&gt;
:''(* with one exception: Items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is definitive.)''&lt;br /&gt;
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==Articles==&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, the following articles of clothing exist:&lt;br /&gt;
&lt;br /&gt;
; Bodywear&lt;br /&gt;
: Coat &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Shirt &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cloak &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Tunic &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Toga &amp;amp;ndash; uncommon for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cape &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Vest &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Dress &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Robe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
; Legwear&lt;br /&gt;
: Trousers &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Loincloth &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Thong &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Short Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Long Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Braies &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Headwear&lt;br /&gt;
: Cap &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Hood &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Turban &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Mask &amp;amp;ndash; uncommon for [[goblin]]s, rare for [[human]]s&lt;br /&gt;
: Head Veil &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Face Veil &amp;amp;ndash; rare for [[human]]s only&lt;br /&gt;
: Headscarf &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Handwear&lt;br /&gt;
: Glove &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Mitten &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Footwear&lt;br /&gt;
: Shoe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: High Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Low Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Sandal &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Chausse &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Sock &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
==Pairs==&lt;br /&gt;
&lt;br /&gt;
Some articles of clothing, when made at a [[clothier's shop]] or [[leather works]], will always produce pairs. Specifically, all handwear and footwear will be produced in pairs: each job tasked at such a workshop will make two out of a single piece of [[cloth]] or [[leather]], one for each limb.&lt;br /&gt;
&lt;br /&gt;
==Layering of clothing==&lt;br /&gt;
&lt;br /&gt;
Clothing in the game has four layers: ''under'', ''over'', ''armor'', and ''cover''.  Each article of clothing is intended for only one of these purposes.&lt;br /&gt;
&lt;br /&gt;
* Clothing identified as ''under'' is intended to be worn directly against the skin.&lt;br /&gt;
* Clothing specified as ''over'' is a thin covering to be worn over top of under wear.&lt;br /&gt;
* Clothing classified for ''armor'' is intended to be worn over top of clothing to protect the person more generally.&lt;br /&gt;
* Clothing categorised as ''cover'' is worn over top of everything, including armour, usually for insulation against cold climates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Under&lt;br /&gt;
! Over&lt;br /&gt;
! Armor&lt;br /&gt;
! Cover&lt;br /&gt;
|-&lt;br /&gt;
|Bodywear||Shirt, Dress, Tunic||Coat, Toga, Vest, Robe||Plate mail, Chain mail||Cloak, Cape&lt;br /&gt;
|-&lt;br /&gt;
|Legwear||Loincloth, Thong, Braies||Trousers, Skirt, Short skirt, Long skirt||Greaves, Leggings||&lt;br /&gt;
|-&lt;br /&gt;
|Handwear||Gloves||||Gauntlets||Mittens&lt;br /&gt;
|-&lt;br /&gt;
|Headwear||Mask, Face veil||Cap, Turban, Head veil, Headscarf||Helm||Hood&lt;br /&gt;
|-&lt;br /&gt;
|Footwear||Chausses, Socks||Shoes, Sandals || High boots, Low boots ||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Clothier's shop]]&lt;br /&gt;
* [[Leather works]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Clothing industry]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=59701</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=59701"/>
		<updated>2009-12-13T18:52:22Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Stone Bed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarves not using beds==&lt;br /&gt;
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
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Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
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Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
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Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)&lt;br /&gt;
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)&lt;br /&gt;
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)&lt;br /&gt;
:::::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)&lt;br /&gt;
::::::Maybe he's working overtime, or simply can't be bothered to find his bed. Maybe the bed is too far away from him? --[[User:AlexFili|AlexFili]] 05:10, 18 June 2008 (EDT)&lt;br /&gt;
::::::Was the bed in question located within another room? I think I once had the problem that my dwarves would not sleep in beds that were standing in my bookkeeper's office.[[User:Qwertyu|Qwertyu]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
::::::Maybe the bed was behind a locked door.[[User:Wagawaga|Wagawaga]] 21:31, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
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:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)&lt;br /&gt;
:::::: The Chiropractor is a named Giant Cave Spider, and resides at 1515 Throw the Dwarf in the Chasm Ave. -- [[User:Rkyeun|Rkyeun]] 09:33, 12 November 2008 (EST)&lt;br /&gt;
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::An injured dwarf will walk himself to his own bed to rest, but 'recover wounded' will cause the helping dwarf to put the injured dwarf in a &amp;quot;hospital&amp;quot; bed. So, yes. While hard to tell I also think they recover faster then. --[[User:Höhlenschreck|Höhlenschreck]] 13:55, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving beds. ==&lt;br /&gt;
&lt;br /&gt;
How does one move a bed after it's been &amp;quot;built&amp;quot;, i.e. after it's been produced but before it's been placed.  Sorry to ask such an idiotic question.&lt;br /&gt;
:A bed will sit around in a [[stockpile]] until you place it.  To move it to a specific location, you can manipulate the stockpiles, or create a temporary dump [[zone]] to dump it in. --[[User:LegacyCWAL|LegacyCWAL]] 12:25, 28 February 2009 (EST)&lt;br /&gt;
:Open the {{k|b}}uild menu choose {{k|b}}ed and choose where to place it.[[User:Wagawaga|Wagawaga]] 21:34, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Married Dwarves  ==&lt;br /&gt;
&lt;br /&gt;
When two Dwarves get married, I noted that the guy's room becomes the girl's room too. But do they sleep in the same bed together or do I need to make another bed? &lt;br /&gt;
&lt;br /&gt;
I ask this because above someone said that they don't go to sleep if there is someone in their bed. &lt;br /&gt;
&lt;br /&gt;
And what about children? (unsigned by [[user:Die Nacht]], 14:34, August 18, 2009)&lt;br /&gt;
&lt;br /&gt;
* Married dwarves ''will'' share a bed.  And according to this post: [http://www.bay12games.com/forum/index.php?topic=44893.msg873769#msg873769], family members will use additional beds in the same room, although I would like verification of this fact before it is added to the page.  [[User:Trorbes|Trorbes]] 22:07, 27 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Beds in a barracks ==&lt;br /&gt;
&lt;br /&gt;
Most of the time there needs to be more than 1 bed in a barracks. Also a barracks might have quite a few items in it any of which could be used to designate the room as a barracks.&lt;br /&gt;
&lt;br /&gt;
Beds which have not been designated as a room are &amp;quot;hospital beds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If I have three beds in a space, and that space has been designated as a barracks (say using a weapon rack in the corner of a physical room), are these beds &amp;quot;hospital beds&amp;quot; or &amp;quot;barracks beds&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:21, 10 September 2009 (UTC)&lt;br /&gt;
:If the bed is in the space of the barracks, it's a barracks bed. [[User:Goffrie|Goffrie]] 23:20, 11 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone Bed ==&lt;br /&gt;
&lt;br /&gt;
I'm very new to this game, but one of my dwarfs got possessed and made a bed from stone. Is this some kind of bug, and will they use it like a normal bed? I really don't want my world to get bugged or crash or something.&lt;br /&gt;
Here it is: http://img297.imageshack.us/img297/1144/stonebed.jpg [[Special:Contributions/193.95.230.250|193.95.230.250]] 18:02, 13 December 2009 (UTC)&lt;br /&gt;
:Artifacts can be made from materials that can't normally be used to make that type of item.  In most cases, this doesn't affect its usefulness (notable exceptions are weapons and armor, which are less effective if made from nonstandard materials, and anvils, which can't be used at all if made from a non-fire-safe material).  You can use your stone bed just like a regular bed, although it's probably best to save it for a [[noble]] because of the high value of artifacts.  --[[User:LaVacaMorada|LaVacaMorada]] 18:52, 13 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=59668</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=59668"/>
		<updated>2009-12-12T08:46:51Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Do the impossible? */&lt;/p&gt;
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&lt;div&gt;== Detailed strange mood mechanics ==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC)&lt;br /&gt;
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:&amp;amp; updated to include more/all of same.  Also re-organized presentation to better fit expanded sub-sections.--[[User:Albedo|Albedo]] 13:47, 28 May 2009 (UTC)&lt;br /&gt;
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:Now that we know so much about the mechanics of strange moods, what do you all think about moving that section to the bottom and protecting it with a &amp;quot;massive spoilers&amp;quot; warning the way [[thought|thoughts]] are?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:02, 28 May 2009 (UTC)&lt;br /&gt;
::Works for me 100%. It would require a slight rewording/reworking of the &amp;quot;skills &amp;amp; workshops&amp;quot; subsection, for overall flow, perhaps splitting that info into the obvious and the not-so-obvious, to bridge the info leading into the &amp;quot;demands&amp;quot; subsection. --[[User:Albedo|Albedo]] 20:15, 28 May 2009 (UTC)&lt;br /&gt;
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:::As long as it mentions that it has spoilers its perfect--[[User:Loganis|Loganis]] 20:41, 6 August 2009 (UTC)&lt;br /&gt;
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== misc ==&lt;br /&gt;
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:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
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It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
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==Glassmaker and Glass Furnace bug==&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
::I had the exact same experience as [[User:Alkyon|Alkyon]], namely I had lots of magma glass furnaces but they wanted a normal one.  Anybody else confirm what [[User:Digger|Digger]] has experienced?--[[User:Kwieland|Kwieland]] 17:44, 27 May 2009 (UTC)&lt;br /&gt;
:::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC)&lt;br /&gt;
::::In my experience (all with 40d), all of my metalsmiths claim my magma forges (I always deconstruct the non-magma ones), but all of my glassmakers seem to insist on non-magma glass furnaces, forcing me to build one for them and then remember to deconstruct it after the mood completes (so my manager doesn't start allocating fuel-consuming glassmaking tasks to it). --[[User:Quietust|Quietust]] 19:59, 25 September 2009 (UTC)&lt;br /&gt;
::::I can verify that glassmakers refuse to use magma glass furnaces, but will claim non-magma ones. I had 2 glassmakers, the first one died because he did not find a non-magma glass furnace, the second one refused as well to use the magma one, so i built him a non-magma-furnace which he instantly claimed. --[[User:Arni|Arni]]&lt;br /&gt;
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==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
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Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
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List of non-trade skills:&lt;br /&gt;
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* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
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Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
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* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
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Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
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* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
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:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
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I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
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* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
:::Noticed that my stonecrafter liked Yellow Diamonds, was requesting cut gems. I had a large pile of cut gems around, but no yellow diamonds. I cut some more of what I had to give him a chance, but still no result. Then, a long time later and about when he should have gone insane, he gave out up on his demands and just grabbed some Prases. It seems that when they reach their limit, they will give take whatever is available in that category. There's now no such thing as an iron-clad demand, ever, for a specific material as long as it fits the category (in my experience). The exception being silk/plant cloth, where sub-categories are used (a dwarf may prefer GCS silk, but if you can't get it he will eventually use regular if you have enough). If someone can confirm this, a note should be added to the page. --[[User:The Architect|The Architect]] 06:42, 21 October 2009 (UTC)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
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I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
Same thing happened to one of my lenegdary dwarves. He then went berserk in my legendary dining room.. in front of my crossbow champions. Blood ensued. And now it has happened again, my hard trained master glassmaker just stands in the meeting zone flashing purple excl. sign, despite the fact that magma glass furnace is up and running. Doh. --[[User:Alpha|Alpha]] 15:47, 17 March 2009 (UTC)&lt;br /&gt;
:And an update... this is pretty stupid. I've decided to build a regular glass furnace, just to see what happens, and guess what, my glassmaker happily proceeded to claim it and made me a ''Lushutilun Othornoshtath, Guilthaled the Erased Devourer'', a green glass statue. Neat-o. --[[User:Alpha|Alpha]] 16:02, 17 March 2009 (UTC)&lt;br /&gt;
::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC)&lt;br /&gt;
:::Its not a bug, its a feature. --[[User:Höhlenschreck|Höhlenschreck]] 13:54, 28 May 2009 (UTC)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
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I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Tanner fixed ==&lt;br /&gt;
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I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
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:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
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== Cooks ==&lt;br /&gt;
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I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
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mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
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== Soapers etc. ==&lt;br /&gt;
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It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
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: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
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: I just had a Soap Maker (his only skill, a fresh immigrant) get possessed. He took over a Craftsdwarf's Workshop and with an obsidian stone, 3x turtle shells and a giant cave spider silk cloth  and made a turtle shell toy boat. --[[User:Cal|Cal]] 01:32, 20 April 2009 (CDT)&lt;br /&gt;
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== Not all demands need to be met ==&lt;br /&gt;
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I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
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I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
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I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
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== Furnace Operator ==&lt;br /&gt;
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Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)&lt;br /&gt;
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::Back when furnace operator was moodable, they'd turn out metal crafts.  But taking over a mason's workshop is surprising.  Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce?  And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)&lt;br /&gt;
:::He went crazy looking for some kind of rough gem, so we'll never know.  It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever.  I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though.  I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)&lt;br /&gt;
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== Chunk Butchery? ==&lt;br /&gt;
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Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
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:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
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== What Workshop? ==&lt;br /&gt;
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Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
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:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)&lt;br /&gt;
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)&lt;br /&gt;
::Ditto.  A glassmaker got possessed and refused to use my magma glass furnace.  I had to build a regular one. --[[User:Schwern|Schwern]] 19:33, 27 December 2008 (EST)&lt;br /&gt;
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:::Ah.  In older versions, they'd insist on a magma workshop, when possible.  Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)&lt;br /&gt;
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC)&lt;br /&gt;
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== Getting More Strange Moods ==&lt;br /&gt;
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According to the article, the number of artifacts is limited by &amp;quot;The number of items created divided by 200.&amp;quot;  This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods.  Does that sound accurate?&lt;br /&gt;
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It also states that the number of revealed subterranean tiles is a limit.  Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?&lt;br /&gt;
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Also, does anyone know whether the division rounds up or down?  [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)&lt;br /&gt;
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:I'd be willing to bet all stacks count as only one &amp;quot;item&amp;quot; for this kind of calculation.  200 sounds like a paltry number, however.  If rocks are counted as items, most fortresses have thousands of them in just a few years.  The other number is what is most significant (I wonder where the heck it comes from?)  I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones.  Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact.  I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)&lt;br /&gt;
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::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items.  Also, &amp;quot;revealed tiles&amp;quot; is ambiguous.  For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out.  Do you suppose that seeing whats inside is enough?&lt;br /&gt;
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::Where do you think these numbers came from anyway?  I'm gonna take a look through the edit history and try to track them down.  [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)&lt;br /&gt;
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:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;diff=25038&amp;amp;oldid=24936 this edit].  They're so specific I've got to think the author did some poking around with a disassembler.  Again, though, 200 is such a paltry number.  If underground &amp;quot;open space&amp;quot; counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles.  If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)&lt;br /&gt;
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::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made.  He seemed fairly certain that all you had to do to &amp;quot;reveal&amp;quot; a tile was to have a passable square next to it, so I edited the article to reflect that.  He did not, however, know anything about how bolts or stones would affect things.  Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition.  I'm not sure if he's a very active user though.&lt;br /&gt;
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::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only &amp;quot;dabbling&amp;quot; in a single strange mood skill to gain maximum benefit from the moods.  Any ideas for fortress strategies that will go well with this?  [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)&lt;br /&gt;
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:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]].  What he says about &amp;quot;reveal&amp;quot; is correct, as far as I know.  I still wonder about &amp;quot;open space&amp;quot; tiles.  If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.&lt;br /&gt;
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:::::I've done the dabbling strategy in the past.  It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc.  It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)&lt;br /&gt;
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== Two missing labors ==&lt;br /&gt;
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Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category.  I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong.  [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)&lt;br /&gt;
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:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it.  It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)&lt;br /&gt;
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:Confirmed that strand extractor doesnt have an associated strange mood. My strand extractor/fish cleaner/grower entered a strange mood and became a legendary bone carver. --[[User:Paradigmlost|Paradigmlost]] 06:15, 9 February 2009 (EST)&lt;br /&gt;
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== Order of stuff ==&lt;br /&gt;
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I'm wondering if dwarves always claim items in a certain order.  For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood.  So are types ALWAYS in a certain order?  My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell.  Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants).  This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.&amp;lt;/s&amp;gt; It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)&lt;br /&gt;
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::fail.  Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick.  I saw:  Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell.  If anyone sees bones before wood or something, that means there's no guaranteed order.  But no harm done.  :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)&lt;br /&gt;
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:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.&lt;br /&gt;
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:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)&lt;br /&gt;
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::::Ah!  So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying &amp;quot;This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image&amp;quot;?  That makes a ton of sense, and answers my question.  Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)&lt;br /&gt;
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:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)&lt;br /&gt;
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== Fell Mood Demands ==&lt;br /&gt;
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It looks like when a brooding dwarf sits in the tanner's shop and says he needs &amp;quot;Things...&amp;quot; what he's looking for is vermin remains.  Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)&lt;br /&gt;
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== Confusing macabre mood ==&lt;br /&gt;
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My mayor just entered one, while 'quite content', claimed a smelter, waited for a bit, until the parts appeared (the vermin must have died). He then created a roach rock chitin bracelet, and gained the carpenter skill. Am I missing something here? Smelter, rock and carpenter don't seem to mix well... Note: The only skills were proficient cook and fish cleaner, with some dabbling and noice social.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
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:Carpenter?  Or wood crafter?  Claiming a smelter isn't out of the question: they sometimes grab a random workshop and turn it into the one they want (is it still a smelter?).  And what is roach rock?  Give the actual description of the artifact.--[[User:Maximus|Maximus]] 19:14, 6 December 2008 (EST)&lt;br /&gt;
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::Carpenter. It's still a smelter, yes.  &amp;quot;This is a large roach chitin bracelet. All craftsdwaftship is of the highest quality. It is encircled with bands of large roach  chitin and dwarf bone. This object menaces with spikes of rat leather.&amp;quot;--[[User:Finbeer|Finbeer]] 15:32, 7 December 2008 (EST)&lt;br /&gt;
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:::Hmm.  Post that one on the forums, find out if it's an actual bug.  Does sound pretty nonstandard.--[[User:Maximus|Maximus]] 22:50, 7 December 2008 (EST)&lt;br /&gt;
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::::  :-D Pretty sure that a roach is an actual bug. -[[User:Fuzzy|Fuzzy]] 09:00, 8 December 2008 (EST)&lt;br /&gt;
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:::::D'oh.--[[User:Maximus|Maximus]] 22:56, 8 December 2008 (EST)&lt;br /&gt;
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::::::I did have two very close together, but I am certain that neither had any carpenter skill, and the smelter was claimed.&lt;br /&gt;
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: I've just had a similar occurance.  Immediately after a goblin ambush (that killed 5 of my soldiers and caused major unhappiness in many dwarves), one dwarf that had lost a friend but was just &amp;quot;content&amp;quot; clained a tanner's workshop, grabbed a rhesus macque chunk, and made a rather boring rhesus macaque leather amulet (no embelishments apart from rhesus macaque leather bands).  It did have quite an impressive name though - Gethustongos Nelas Luror, &amp;quot;Harshtainted the Flicker of Cruelties&amp;quot;.  The dwarf herself became a Legendary Weaponsmith, despite having no weaponsmithing skill! (Her highest skill was unlabled armoring). [[User:Iapetus|Iapetus]] 19:47, 10 January 2009 (EST)&lt;br /&gt;
::I imagine the requirement for a macabre/fell mood is having a thought psychology of less than 0 (being 'unhappy'). &amp;quot;Quite Content&amp;quot; shows up until -25, and then 'fine' is -26 to -50, so either of these diagnoses would theoretically qualify for a fell/macabre mood. --[[User:ThunderClaw|ThunderClaw]] 12:05, 14 January 2009 (EST)&lt;br /&gt;
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:I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC)&lt;br /&gt;
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==Trapper?==&lt;br /&gt;
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)&lt;br /&gt;
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==Craftdwarf's Workshop==&lt;br /&gt;
I just had a lye maker take over a metalsmith's forge and turn out a bracelet; now he's a legendary metalcrafter.  I think that &amp;quot;Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop...&amp;quot; might be too constrictive, and that such dwarves could seize any craftdwarf-related workshop (including forges and carpenter's shops), not just a craftdwarf's workshop.  Anyone else observed this behavior? --[[User:Wingus|Wingus]] 09:55, 22 December 2008 (EST)&lt;br /&gt;
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:You're certain that the dwarf in question had no experience in any other tasks? --[[User:N9103|Edward]] 11:19, 22 December 2008 (EST)&lt;br /&gt;
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:Yes, the lyemaker had no other (non-social) skills.  He was a recent immigrant I was using as a hauler. --[[User:Wingus|Wingus]] 11:35, 22 December 2008 (EST)&lt;br /&gt;
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::There have been quite a few anomalous moods that we haven't documented properly yet.--[[User:Maximus|Maximus]] 14:34, 22 December 2008 (EST)&lt;br /&gt;
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Figure this falls here.  Had a Potash Maker refuse every shop I built, I had thought I had a craft shop.  Turns out it was forbidden, I reclaimed it and he claimed it for his mood.  I think this is verified.--[[User:Draco18s|Draco18s]] 15:18, 3 January 2009 (EST)&lt;br /&gt;
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== Time limit of a mood. ==&lt;br /&gt;
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Do we have a fix on the exact time the player has to satisfy a mood before the dwarf goes insane?  Any clue on whether it's fixed or variable?&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)&lt;br /&gt;
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST)&lt;br /&gt;
:: And when I started to produce the demanded materials (silk cloth en masse) not until the mood? Will my moody go insane if he only gets them in homeopathic dosages? --[[User:Gnarker|Gnarker]]&lt;br /&gt;
:::Nah, so long as he gets them before he cracks, it's all good - and 2 months sounds about right. Also note that so long as he is in the process of gathering, that clock is on hold - that's been demonstrated elsewhere.  However, the &amp;quot;mood clock&amp;quot; doesn't reset until the current mood's done, so the sooner that's started and completed, the sooner you'll get another mood. There are only a half-score uncommon materials that a moody dwarf wants, so it's not hard to keep a few of each around for emergencies. Order them from the 1st Fall liaison, and you'll have them by 2nd Fall (if not before by luck).--[[User:Albedo|Albedo]] 19:50, 4 November 2009 (UTC)&lt;br /&gt;
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== Injured with Mood? ==&lt;br /&gt;
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I recently had a recruit break his arm in sparring, you know... dwarf stuff, anyways he went into a strange mood and now hes magically up out of bed and walking around to the workshop. Will this work too if the dwarf has a broken leg? EDIT: The dwarf just fell on the ground unconcsious... This could be a big problem&lt;br /&gt;
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:I just had a dwarf who'd been resting for months with a broken left upper leg and broken lower body rise up and crawl to the mason's workshop. The power of Armok compels her! [[User:Heartofgoldfish|Heartofgoldfish]] 02:44, 13 February 2009 (EST)&lt;br /&gt;
::Her injuries weren't ones that would make her pass out, and so, she's completed Nishuthir, a limestone weapon rack! [[User:Heartofgoldfish|Heartofgoldfish]] 03:53, 13 February 2009 (EST)&lt;br /&gt;
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==Siege Operator==&lt;br /&gt;
Is listed in the table as using a mechanics workshop.  In the text to the left of the table says the dwarf will use a craftsdwarf's workshop. Which is correct?--[[User:Kwieland|Kwieland]] 13:16, 2 March 2009 (EST)&lt;br /&gt;
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:Siege operation produces nothing, so I'm fairly certain they use a craftdwarfs shop.  But then, I've never had a Siege Operator (as highest skill) have a mood, so i can't absolutely verify that.  I'd say even Siege Engineers need verification on what they do with moods - I've never seen one. --[[User:Squirrelloid|Squirrelloid]] 20:54, 2 March 2009 (EST)&lt;br /&gt;
::I agree with your comments.  Since I am using siege operators as a cross-training tool, several of my dwarfs are at legendary status.  Each of them are dabbling weapon/armor smiths, so I'll update it when they get a mood.  My last mood was a soldier with lots of soldier skills, but dabbling in metalwork, armor, and weaponsmith.  I got a legendary weaponsmith out of it - Woot!  Woot!&lt;br /&gt;
::As for the Siege engineer, I don't think they would produce a catapult or ballista part artifact.  It just doesn't make sense.  But, I agree, we definitely need to verify that one. --[[User:Kwieland|Kwieland]] 13:50, 3 March 2009 (EST)&lt;br /&gt;
::I had a dwarf (legendary siege op., novice clothes, stone crafter, dabbling other things) get a mood.  He took a craftsdwarf's workshop. [[User:Squirrelloid|Squirrelloid]], do you want to fix the front page?--[[User:Kwieland|Kwieland]] 20:58, 4 March 2009 (EST)&lt;br /&gt;
:::Reasonably certain I already made the correct change on presumption, but i'll take a look. (done) --[[User:Squirrelloid|Squirrelloid]] 08:20, 5 March 2009 (EST)&lt;br /&gt;
::::I edited that in about a month ago when I had an SO get a special mood and, yes, he claimed a mechanic's workshop. Probably worth verifying that independently but that's certainly what happened to me. [[User:Aosher|Aosher]] 09:13, 5 March 2009 (EST)&lt;br /&gt;
:::::The question would be 'was his highest mood skill mechanics', because that would cause him to take a mechanics workshop despite being a Siege Operator. --[[User:Squirrelloid|Squirrelloid]] 09:36, 5 March 2009 (EST)&lt;br /&gt;
::::::I'm pretty sure I checked and that it was siege operation; although I wouldn't swear that I remember it clearly, I'd like to think that I would have checked before wikifying it. Certainly worth keeping the verify tag for now, though. [[User:Aosher|Aosher]] 09:51, 5 March 2009 (EST)&lt;br /&gt;
::::::I had a SO with no other skills take a craftdwarf's shop. He was a peasant before I made him train in SO. I can't yet verify siege engineer (The skill that produces catapult parts). It would make sense. [[User:Decius|Decius]] 08:57, 16 April 2009 (UTC)&lt;br /&gt;
:::::::In that case, my apologies. [[User:Aosher|Aosher]] 09:02, 16 April 2009 (UTC)&lt;br /&gt;
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==Butcher==&lt;br /&gt;
Had a Butcher/Dabbling Tanner become a Legendary Tanner after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 08:23, 5 March 2009 (EST)&lt;br /&gt;
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==Lye Maker==&lt;br /&gt;
Immigrant Lye Maker/Dabbling Leather Worker became a Legendary Leather Worker after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 11:31, 5 March 2009 (EST)&lt;br /&gt;
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==Weirdness==&lt;br /&gt;
I just had a dwarf with legendary siege operator/legendary pump operator/legendary record keeper/ competent mason /previous mayor, so various levels of social and military skills that took a craftsdwarf's shop.  I would have thought he'd take the mason's shop according to the rules here.  Maybe the record keeper ALWAYS takes the craftdwarf's shop? Also, it was a possessed mood, so maybe that makes a difference?--[[User:Kwieland|Kwieland]] 11:31, 10 March 2009 (EDT)&lt;br /&gt;
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Weird. I've had Legendary record keepers take appropriate workshops for their mood skills.  Ditto pump operator.  All my siege operators end up being dwarves who ended up with useless mood skills (generally because they had moods as children), but that would be really weird if SO was considered a moodable skill that took the *craftdwarf* workshop.  Too bad it was possession, we can't see where he got xp. --[[User:Squirrelloid|Squirrelloid]] 15:04, 10 March 2009 (EDT)&lt;br /&gt;
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:There's evidence that if the highest skill doesn't have a workshop, they'll switch to the next highest skill, and if that doesn't have a workshop, the next after that. Possibly, the game only checks this a certain number of times, say, twice, and then defaults to craftsman's workshop. This would eliminate instances where maybe a peasant has constructed a wall or two in his time, but he's a much better comedian, liar, and pacifier. Obviously, he's not a mason of any sort, so he defaults to craftsdwarf. --[[User:Mikaka|Mikaka]] 06:24, 16 April 2009 (UTC)&lt;br /&gt;
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I've had a couple possessed dwarves take craftdwarf's shops even though they had an applicable skill.  I think that maybe the rules are a little difference for possesion; it would make sense since if you're possessed it shouldn't be your skills that matter.  I don't know if this is just a fluke though, so it would be good to have confirmation. --[[User:Lemursdon&amp;amp;#39;texist|Lemursdon&amp;amp;#39;texist]] 16:53, 4 May 2009 (UTC)&lt;br /&gt;
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:Mikaka, I don't agree.  In my experience, if the highest '''moodable''' skill workshop doesn't exist, the dwarf just wonders around (and will eventually go insane unless the building gets built). I take my non-mood dwarfs (dyers, farmers, furnace operators) and have them make ONE piece of armor.  When they get a mood, they always go to the forge and become legendary armorsmiths.  Possessions, like Lemurs mentioned above, are different from other moods.  Skills don't matter and they don't get experience for it.--[[User:Kwieland|Kwieland]] 17:11, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Kablebes==&lt;br /&gt;
&lt;br /&gt;
Craftsdwarf's Workshop&lt;br /&gt;
&lt;br /&gt;
This building has been claimed by Zas Dedukudil, Farmer.&lt;br /&gt;
&lt;br /&gt;
Zas Dedukudil keeps muttering Kablebes...&lt;br /&gt;
&lt;br /&gt;
That is all. No other mutterings, nothing. --[[User:Zphobic|Zphobic]] 21:23, 15 April 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::He's muttering the name of the thing that he will eventually produce. Don't worry about it, he's got everything he needs and is working. [[User:Aosher|Aosher]] 09:05, 16 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== military ==&lt;br /&gt;
 &amp;quot;Further, dwarfs with a military profession other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that they can't be moody ''while'' being soldier and, as that, say, marksdwarf, but they can be moody as civilians while having skill in marksdwarf ''or'' does it not matter if soldier or civilian as long as marksdwarf is not their highest skill? --[[User:Höhlenschreck|Höhlenschreck]] 19:28, 30 May 2009 (UTC)&lt;br /&gt;
:I would need to look at the disassembly again to be absolutely sure, but what I remember is that if a military skill is their highest (non-social) skill, they won't enter into moods.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:47, 31 May 2009 (UTC)&lt;br /&gt;
::Hol - it's all about [[profession]]s.  0x5 - that's what your analysis of this said when you posted it on the forums.  Military professions simply don't take moods. I'll edit and emphasize/clarify that.&lt;br /&gt;
::EDIT - Gah. Now that I'm half-way into it, I know how moods work, but I'm starting to doubt how the game reads &amp;quot;professions&amp;quot; - does activating change a dwarf's profession in the eyes of Moods? If a legendary Brewer has 2 ranks of hammerdwarf and are activated, are they a &amp;quot;brewer&amp;quot; or a &amp;quot;macedwarf&amp;quot;? --[[User:Albedo|Albedo]] 01:01, 31 May 2009 (UTC)&lt;br /&gt;
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== Personality ==&lt;br /&gt;
&lt;br /&gt;
I'm 90% certain personality traits like &amp;quot;feels strong urges&amp;quot; &amp;quot;has a fertile imagination&amp;quot; and one other trait greatly influence the development of moods.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I believe that you feel this way.  Care to expand on why, and exactly what influence you believe they have? (and what that &amp;quot;one other trait&amp;quot; is?)--[[User:Albedo|Albedo]] 20:21, 17 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Miner is moodable?==&lt;br /&gt;
&lt;br /&gt;
Just had a legendary miner with no masonry, not even dabbling, claim a masonry shop and made a marble coffer artifact.  He was in a secretive mood. It was even weirder in that he gained no experience even though he was not possessed. [[User:Greep|Greep]] 02:26, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:He probably did gain experience - just in mining.  Since he was already advanced skill wise, he wouldn't even get any attributes from the bump in experience.--[[User:Kwieland|Kwieland]] 02:29, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is all covered in the article - read Skills and workshops and check the list for miner --[[User:Confused|Confused]] 02:33, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: whoops missed it &amp;gt;.&amp;gt; Wait, why isn't miner on the moodable list then?  Do people not know if it is weighted at 6? [[User:Greep|Greep]] 03:22, 23 June 2009 (UTC)&lt;br /&gt;
:::: Ummm... it's there on the moodable list, right between metalsmith and stone crafter. As for weighting... hmmm, you're right, and no mention of it in the original forum thread (http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835). Have to ask [[User:0x517A5D]], the original researcher. --[[User:Albedo|Albedo]] 08:18, 23 June 2009 (UTC)&lt;br /&gt;
:::::Read it again. [[User:VengefulDonut|VengefulDonut]] 16:21, 23 June 2009 (UTC)&lt;br /&gt;
::::::Honestly, I liked it better the other way - it was a positive confirmation of any and every relevant profession, and emphasized both profession vs. skill, and also moodable professions vs. non-moodable, both of which some players are vague on.  As you've correctly pointed out before, why delete any useful info once it's up? (Do you know for a fact that Miner is one of the non-weighted professions?)--[[User:Albedo|Albedo]] 18:44, 23 June 2009 (UTC)&lt;br /&gt;
:::::Deleting info? The current version delivers all of the information of the previous version except in a more compact way. I don't believe in inflating the size of an article when it neither delivers more information nor makes it easier to access. Doing so only introduces errors when editing it and interpreting it. The situation of doubt over the miner was caused by an error of omission when the section was [http://dwarf.lendemaindeveille.com/index.php?title=Strange_mood&amp;amp;diff=next&amp;amp;oldid=41277917 changed] from something similar to the current version to create the three section table. [[User:VengefulDonut|VengefulDonut]] 19:16, 23 June 2009 (UTC)&lt;br /&gt;
::::If possible, birthright likes detailed lists for their explicitness, and feels they ''are'' easier accessible sometimes. --[[User:Birthright|Birthright]] 23:48, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== nonsense - expl. m. focuses on '''not''' mining a lot of stone ==&lt;br /&gt;
&lt;br /&gt;
Why is any one particular mining method better for increasing your artifact limit? All we care about is pure mass mined, right? [[User:VengefulDonut|VengefulDonut]] 01:14, 24 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's the quantity of revealed tiles that counts. [[User:Bartavelle|Bartavelle]] 07:59, 24 June 2009 (UTC)&lt;br /&gt;
::Yes, '''revealed'''. I both forgot and misread that and bow my head in shame --[[User:Birthright|Birthright]] 13:12, 24 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Happiness ==&lt;br /&gt;
I've added a little remark in mood types about the happiness state of moody dwarves at the moment of the announcement. I had 7 different fortresses with at least 5 artifacts in each. All the time my possessed dwarves were &amp;quot;quite content&amp;quot;, while fey and secretive were &amp;quot;happy&amp;quot; or even &amp;quot;ecstatic&amp;quot;. Royal dining rooms ahoy!&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Insecticide|Insecticide]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I agree this seems to be the case.  All my &amp;quot;quite content&amp;quot; dwares turn possessed. This is very likely also because we know you need to be unhappy for a fell mood. [[User:Greep|Greep]] 08:45, 2 July 2009 (UTC)&lt;br /&gt;
:Okay upon further research, you ''can'' get a fey mood when quite content.  However, ''all'' of my possessed dwarves were quite content.  More research would be nice :) [[User:Greep|Greep]] 08:14, 6 July 2009 (UTC)&lt;br /&gt;
::Toady is a mean little bitch. I pride myself in a 100% ecstatic fortress and yet i have the occasional posessed mood and yes, they are all quite content. This nagged me badly and so i did a bit save game juggling: All posessed dwarfs, 5 so far, were ecstatic ''before'' being posessed and ''content'' after. In 2 cases i could even reload a save just 2 days back and all 5 had the same thoughts displayed. --[[User:Birthright|Birthright]] 22:49, 12 July 2009 (UTC)&lt;br /&gt;
:::Hmmm, yes I just noticed that tantrums work the same way.  I had a dwarf get his only masterpiece defaced so he's at -1000.  He throws a tanturm and magically goes from miserable to very unhappy.  Then after the tantrum goes back to miserable.  It's happened 4 times in a row with him [[User:Greep|Greep]] 02:53, 13 July 2009 (UTC)&lt;br /&gt;
::::It seems the same applies to secretive moods, will collect more data. It might be implemented this way to ensure a proper chance of the artifact to fail - along the lines of fey: hey lets build a great thingy versus secret and posessed: I NEED to do this --[[User:Birthright|Birthright]] 10:27, 13 July 2009 (UTC)&lt;br /&gt;
:::::If you view '''any''' dwarf who is currently in a Strange Mood, that dwarf will seemingly always be &amp;quot;quite content&amp;quot; - Dwarf Companion seems to indicate that entering a mood resets a dwarf's happiness value to exactly 100. This seems to be the case for fey moods, possessions, and secretive moods - I've not yet had the misfortune of getting a fell mood or macabre mood (since my dwarves are always ecstatic), so it's possible those are different. --[[User:Quietust|Quietust]] 20:22, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obok not playing by the rules? ==&lt;br /&gt;
&amp;quot;If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Novice Mason, Novice Engraver - First listed was Mason, but he became legendary engraver. Does this mean he had more XP as engraver but was still novice or is the statement just wrong? --[[User:Koltom|Koltom]] 02:31, 26 June 2009 (UTC)&lt;br /&gt;
:It depends on the exact amount of [[Experience|experience points]] they have in each skill.  There's not really an in-game way to see this, but [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] will show it.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:13, 26 June 2009 (UTC)&lt;br /&gt;
::It does not depend on the exact experience points, just on the level/title. In my current game, I had an immigrant craftsdwarf get a mood. He was novice in bone carving, glass making, and leatherworking. I'd been training him up in glass making, and he was just a few xp away from hitting no label when he got his mood. (Exact xp levels were confirmed with Dwarf Therapist.) He claimed a crafts workshop, and became a legendary bone carver. (I'm just trying to update the main article with this information, but the damned thing won't let me log in. ¬_¬) --[[User:Morlark|Morlark]] 07:58, 09 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials used ==&lt;br /&gt;
&lt;br /&gt;
Before I struck adamantine, all metalworking moods (weapons, armor, furniture, crafts) would pick a randomly available metal and use it. However, ever since I struck adamantine, they '''always''' go straight for the wafers, even when it isn't in their preferences. Stone-related moods, however, don't seem to prefer raw adamantine over other nearby rocks. --[[User:Quietust|Quietust]] 18:24, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Preferences ==&lt;br /&gt;
&lt;br /&gt;
Stories from the old 2D version have included many accounts of dwarves in strange moods requesting very specific materials, though with all of the moods I've gone through in 40d, I have '''never''' seen any dwarf require any specific material other than Adamantine (and only for metalsmithing or clothesmaking moods, and only once I've actually discovered it). Are specific material preferences even present in the current version, or were they removed from the game entirely (along with many other things)? --[[User:Quietust|Quietust]] 17:01, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've also never got such requests. And I've used Dwarf companion to crank out over 20 artifacts in a single fortress at least 3 times. All in all, I've probably seen over 100 different artifacts made and never had a single request for a specific material (I don't play a lot of fortresses with Adamantine, so that's why I've not seen those, and the few I have died due to too much [[fun]].) [[User:Shardok|Shardok]] 18:45, 27 August 2009 (UTC)&lt;br /&gt;
::Not that rare actually - just had a mood that asked for silver bars. Often moodies ask specifically for one of silk ''or'' plant cloth, sometimes also specifically only one of rope reed ''or'' pig tail. Those demands are obviously tied to preferences, maybe moreso for the base material. Clear glass will also not be accepted as replacement for green glass, but maybe thats completely out of bounds, I never had an artifact with clear glass. I, too, can however not recall requests for a specific log, gem (cut or not), bone or leather, e.g. --[[User:Koltom|Koltom]] 23:44, 27 August 2009 (UTC)&lt;br /&gt;
:::Dwarves insisting on plant fiber cloth versus silk cloth is perfectly normal, though I don't think I've ever seen them specifically require pig tail cloth over rope reed cloth. --[[User:Quietust|Quietust]] 20:58, 28 August 2009 (UTC)&lt;br /&gt;
::::I think that's a &amp;quot;plant cloth&amp;quot;/&amp;quot;animal cloth&amp;quot; distinction, sim to foods, mebbe? Reworded section about that to apply to &amp;quot;general items&amp;quot;, not specific subtypes - the warning is still valid, as newbs still find themselves without silk or shells all the time.  (Too bad, I miss that whole scramble.) --[[User:Albedo|Albedo]] 22:43, 28 August 2009 (UTC)&lt;br /&gt;
:::::I suppose I should note that, in my (new) current fortress, I have had 2 moods which required a specific metal, netting me a trifle pewter table and a pig iron crossbow - when I tried forbidding every metal other than platinum/aluminum (for the blacksmith) or steel (for the weaponsmith), they just sat around until I gave them what they wanted. --[[User:Quietust|Quietust]] 15:27, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Failed fell mood ==&lt;br /&gt;
&lt;br /&gt;
Recently, I had a child go into a fell mood.  Many of my dwarves had recently died to a tantrum spiral, but there were still about 70 left.  The fell child claimed a butcher's shop and sat there for a while, not saying or doing anything.  Eventually a baby passed by the butcher's shop and the fell child promptly killed it in one hit (those dwarves need psychological help).  However, the child did not do anything with the corpse, instead returning to the butcher's shop and sitting there.  Eventually, some other dwarves came along and buried the baby.  Although many other dwarves passed by the butcher's shop, the child never did anything else, and eventually went insane.  This was my first fell mood, so I have only this page to tell me what's supposed to happen.  Is this a bug?  Has anyone else ever had a child go into a fell mood, or a baby killed by one? --[[User:LaVacaMorada|LaVacaMorada]] 03:40, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Did you have friendly corpses set to be forbidden on dropping from the (O)rders (F)orbid menu?  Because then he'd fail to pick up the corpse when it dropped, and that might break the mood. --[[User:Squirrelloid|Squirrelloid]] 02:36, 23 October 2009 (UTC)&lt;br /&gt;
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== Doesn't want magma forge? ==&lt;br /&gt;
&lt;br /&gt;
I didn't have any forges (just smelters) when a newly arrived weaponsmith had a secretive mood. I built two magma forges, but he didn't use them. I then built a metalsmith's forge, and he used it immediately. !? -[[User:Goffrie|Goffrie]] 21:45, 11 October 2009 (UTC)&lt;br /&gt;
:It's possible they'll only claim a magma forge if you have one. --[[User:Quietust|Quietust]] 22:39, 11 October 2009 (UTC)&lt;br /&gt;
::This is addressed in the article...&lt;br /&gt;
 When multiple workshops are listed, the dwarf may require one or the other, &amp;lt;br /&amp;gt;so ensure that ''both'' are available,...&lt;br /&gt;
::Yours didn't want the magma version, he would ''only'' accept the standard type. Quite common.--[[User:Albedo|Albedo]] 18:26, 13 October 2009 (UTC)&lt;br /&gt;
:::The latest text makes it sound like a fortress with no magma could have a moody dwarf that wanted to use only a magma workshop, despite that being impossible. I've never had the privilege of working with magma, but I have seen dozens of moods, and as far as I know I haven't seen this happen; my mooders always seem to claim my mundane workshops. Has anyone else seen it happen? --[[User:HebaruSan|HebaruSan]] 23:06, 21 October 2009 (UTC)&lt;br /&gt;
::::I've built non-magma on a magma map and had them turn their nose up at normal forges, and claim magma when normal are available. --[[User:Albedo|Albedo]] 02:14, 22 October 2009 (UTC)&lt;br /&gt;
:::::The latest revision resolves my concern. Thanks! --[[User:HebaruSan|HebaruSan]] 04:39, 22 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed dwarves naming artifacts after themselves ==&lt;br /&gt;
&lt;br /&gt;
Just had this happen to me for the second time. I'm not even talking talking about the artifact sharing a dorf's last name out of pure randomness, but artifacts with the exact same names of their creators, down to untranslated first names. Has this happened to anyone else? --[[User:Jackdaw|Jackdaw]] 19:09, 28 October 2009 (UTC)&lt;br /&gt;
:I've had it happen several times, though usually only once or twice in a single fortress (out of over 50 artifacts). --[[User:Quietust|Quietust]] 23:20, 28 October 2009 (UTC)&lt;br /&gt;
::I've seen this happen when the dwarf in question had a &amp;lt;i&amp;gt;custom&amp;lt;/i&amp;gt; name.&lt;br /&gt;
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== Soldiers ==&lt;br /&gt;
&lt;br /&gt;
I've had *recruits* get moods. Just recently in fact. However, it doesn't seem to happen if they have more than dabbling in any of the military skills and are activated as a soldier. [[User:Shardok|Shardok]] 05:11, 11 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Further, dwarfs with a military profession other than &amp;quot;Recruit&amp;quot; can not enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual profession, as listed at the time. Military professions include:&lt;br /&gt;
Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler. &amp;quot; &lt;br /&gt;
&lt;br /&gt;
That's in the article in the spoilers section under eligibility. [[User:Shardok|Shardok]] 05:16, 11 December 2009 (UTC)&lt;br /&gt;
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== Do the impossible? ==&lt;br /&gt;
&lt;br /&gt;
I just had an Armorsmith get possessed. He claimed a magma furnace and he ended up making a shoe out of Nickel. I'm fairly certain the only clothing that can be forged is made of adamantine. Has anyone else had a dwarf make an impossible item through a mood? Perhaps it has to do with how the dwarves don't usually request specific materials.&lt;br /&gt;
&lt;br /&gt;
Othosakgos Ngobol Emal, &amp;quot;Wiltclinched the Glumness of Sensing&amp;quot;, a Nickel shoe. 103,200 monies&lt;br /&gt;
&amp;quot;This is a Nickel shoe. All craftsdwarfship is of the highest quality. It is studded with Nickel. This object is adorned with hanging rings of Platinum and menaces with spikes of Platinum. On the item is an image of a shining sun in Pine.&amp;quot;&lt;br /&gt;
--[[Special:Contributions/71.145.167.100|71.145.167.100]] 04:02, 12 December 2009 (UTC)&lt;br /&gt;
:It's not that uncommon.  Off the top of my head, I've had a turtle shell mini-forge, a green glass bucket, a tsavorite chain, a fire imp bone shield, and a deer bone table.  It seems to be based on the preferences of the dwarf in the strange mood.  --[[User:LaVacaMorada|LaVacaMorada]] 08:46, 12 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=59446</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=59446"/>
		<updated>2009-12-08T21:17:57Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Differences */&lt;/p&gt;
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&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s, which do not &amp;quot;use it up&amp;quot; in any way.  It is ''extremely'' dangerous, and has led to the death of many dwarfs, and many fortresses.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for long enough. If mixed with water it can form obsidian (see below).&lt;br /&gt;
&lt;br /&gt;
'''Lava''' is the same substance. Magma is what it is called underground, while it is called Lava if it is above ground. &amp;lt;!-- see talk page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma almost exclusively occurs in two different features; magma pools and magma pipes.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
Also, note that...&lt;br /&gt;
&lt;br /&gt;
* A '''[[volcano]]''' is identical in gameplay to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen.  This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
* A magma &amp;quot;'''vent'''&amp;quot; is the generic, non-game term for either a pipe or pool. When the distinction doesn't matter, it's commonly referred to as a vent.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily [[igneous extrusive]]. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use [[channel]]ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
&lt;br /&gt;
Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below).  Magma is much slower than water, and can be stopped by any [[magma-safe]] [[floodgate]], [[door]] or etc. with a [[bauxite]] mechanism. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma pipes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce [[obsidian]], a stone which has a base value of 3 (compare with 1 for normal [[stone]] and 2 for [[flux]] stones), and which can be used to make swords at a [[Craftsdwarf's Workshop]]. &lt;br /&gt;
&lt;br /&gt;
See [[Obsidian farming]].&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be affected by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump.{{version|0.28.181.40d}} However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
*Magma will create mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and buildings made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it. That is to say, digging into a volcano core is likely to result in the death of the miner unless he is sufficiently [[agile]] or has another immediately pending task - otherwise, he will pause for a moment, think of what to do next, then burst into flames as the magma flows onto him. It is recommended that you tell any prized miners to no longer mine and give a [[peasant]] or otherwise less desirable dwarf the sole responsibility of breaking the barrier holding back magma.  It is also usually safe to carve a [[fortification]] into the wall.&lt;br /&gt;
*Magma only spawns directly above the &amp;quot;Magma Flow&amp;quot; tiles at the bottom of a [[Magma#Magma sources|magma pipe]], and only up to the original top level. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma cannot be used to satisfy [[thirst]].&lt;br /&gt;
*[[Magma mist]] is not generated by falling magma, but only by a [[cave-in]].&lt;br /&gt;
*Magma mist will not generate happy [[thought]]s, but will instead burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function - [[fire-safe]] materials are sufficient.&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then melt or burn away. Screw pumps made from flammable materials (wood, possibly also graphite, lignite, or bituminous coal blocks) can catch fire, though stone and metal components need not be magma-safe unless the rear tile of the pump is submerged.&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]].&lt;br /&gt;
&lt;br /&gt;
If even a single component of a submerged building melts (whether a chalk mechanism on a steel floodgate or a copper sword in a weapon trap), the entire building will deconstruct.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection. However, they only spawn near natural formations. They will not spawn at a channel you have dug to another section of your fortress.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Flowing water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Activity zone|Pond]] water: A bucket of water dumped onto magma from directly above will cause all of the magma in the tile to disappear in a puff of steam. If dropped from more than one Z-level up, obsidian will be created as expected.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them. During the season change, all molten rock is automatically removed (at the same time as blood/vomit).&lt;br /&gt;
*Magma-safe items: [[Magma-safe]] items in magma (iron, adamantine, raw bauxite, etc) will never melt or be destroyed by the magma. One way to recover them it to turn the magma into obsidian using water and dig them out when it is safe, as encasing them in stone will also not destroy them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*Speed: Magma flows at the same rate as unpressurized water.&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops inside the pipe itself except at the highest level of magma.&lt;br /&gt;
*Cave-in: A cave-in of natural tiles or (more than one) constructed tiles landing in magma will cause potentially lethal [[magma mist]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glacier&amp;diff=59362</id>
		<title>40d Talk:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glacier&amp;diff=59362"/>
		<updated>2009-12-07T08:38:02Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Animals from traders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No animals at all, what about polar bears? I'm thinking about starting up an Inuit fortress soon, any tips for glacier would be appreciated.&lt;br /&gt;
::I've seen animals on a glacier, don't worry. But you'd be well advised to bring a couple dozen dogs anyway, they ARE rare, and usually bad-tempered.--[[User:Zombiejustice|Zombiejustice]] 14:05, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also there are plenty of stones and ores, glaciers are quite ore rich.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do rivers in glacier zones ever melt? Just curious... [[User:Xaque|Xaque]] 22:25, 13 August 2008 (EDT)&lt;br /&gt;
:I think glaciers are, by definition freeing. So, nope. --[[User:Simmura McCrea|Simmura McCrea]] 08:42, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== melting ice/farming ==&lt;br /&gt;
&lt;br /&gt;
Can someone discuss how to get an underground farm set up on a glacier?--[[User:Jpwrunyan|Jpwrunyan]] 07:07, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining a Glacier ==&lt;br /&gt;
&lt;br /&gt;
I recently started a new fort on a glacier and started to dig down using up/down stairs for the central column for my fort.  I designated all the stairs first, and then let my miners loose on them.  The composition of the ground was several layers of ice overtop of layers of rock, the first of which was an aquifer layer.  The dwarves mined the up/down stairways fine until the hit the rock.  Let me see if I can explain this properly.&lt;br /&gt;
&lt;br /&gt;
All the levels of ice, except the one right above the rock/aquifer, ended up with up/down stairs.  The layer of ice that was right before the rock ended up with just down stairs, not up/down ones, but my dwarves were not stuck on that level.  Nor could they continue their mining because they could no longer reach the level as the continuous stairway now had a break in it.  Because dwarves digging down in such a manner mine the up/down stair from above, my best guess as to what happened was that the up part of the stairs melted (though there was no evidence to suggest this).  I subsequently dug ramps all around the stairwell but these did not melt.  They also did not provide access to the above level due to the finicky nature of ramps.  However, in the process my miners did get stuck on the bottom level and were able to build up stairs from some nearby ice they had mined out and thereby escape.&lt;br /&gt;
&lt;br /&gt;
It seems as though the melting of anything ice from being indoors and underground isn’t completely true.  The stairs were all labeled as both inside and underground.  However, as soon as I broke the surface of the last level of ice with the up/down stairs, the ice up/down stairs were replaced with rock down stairs.  I would surmise that the melting of constructed objects only occurs at levels that are not ice levels.  So, if you carved out your fort from ice you would be able to build ice constructions like walls inside, as long as it was on an ice level.&lt;br /&gt;
&lt;br /&gt;
This really needs more testing.  I was using version 40d16. --[[User:Frewfrux|Frewfrux]] 17:05, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The above was done with ice ontop of a rock layer that was an aquifer.  I've recently tried with a non-aquifer layer of rock and the same thing happened except I didn't end up with the down-stairs.  I will continue to test soon and will update the main glacier page with the results.  --[[User:Frewfrux|Frewfrux]] 20:49, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Quietust: Amazing discovery about the soil!  (Is it when you build and deconstruct *any* construction, or just ice ones?)  This must be all the dirt in the glacier ice that escapes when an ice construction melts.  Yeah, that’s it.  It’s not a bug.&lt;br /&gt;
&lt;br /&gt;
::Your change mentions that “up stairs” will disappear.  Do you mean the up part of the up/down stairs, the entire up/down stairs, or a carved up stair itself?  I have only experienced this with up/down stairs myself, but haven’t actually tried with plain up stairs.  My theory is that anything carved from the lower level of the glacier that breaks the surface of the stone will instantly melt into thin air.  There are only two possibilities here, up/down stairs and down stairs.  (You can carve down stairs from a natural wall, right?  You don’t have to dig it out first?  For some reason I can’t recall.)  This would explain why carving ramps works, but if you were testing with plain up stairs, then my theory is no good. --[[User:Frewfrux|Frewfrux]] 00:24, 5 December 2009 (UTC)&lt;br /&gt;
:::The &amp;quot;soil&amp;quot; oddity is actually a known bug, and it happens with any process that alters the floor type (removing a construction, building a paved road, or ''designating'' a farm plot) &amp;quot;001058 □ [dwarf mode][jobs][constructions]    ([http://www.bay12games.com/forum/index.php?topic=29295.0 Report]) when a wall placed on stone is deconstructed on the lowest glacier level, you can get soil instead of stone&amp;quot;. --[[User:Quietust|Quietust]] 00:53, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I did some more testing and discovered that my theory was correct after all.  Up stairs work just fine, but both down and up/down disappear entirely.  I also tested out smoothing ice walls verses non-economic (Quartzite, in this case) and economic (Obsidian as I didn't have access to any flux at the time.  Here are the results:&lt;br /&gt;
&lt;br /&gt;
::::Each smoothing and engraving occurred three times after my bookkeeper got the records up to date and all food and drink was forbidden, all tasks stopped.  The stone detailer was of the lowest quality possible.&lt;br /&gt;
&lt;br /&gt;
::::Starting fortress wealth: 10296&lt;br /&gt;
&lt;br /&gt;
::::Wealth after three smoothings of Quartzite wall: 10300, 10304, and 10308&lt;br /&gt;
::::Wealth after three engravings of Quartzite wall: 10318, 10328, and 10338&lt;br /&gt;
::::Wealth after three smoothings of Obsidian wall: 10342, 10346, and 10350&lt;br /&gt;
::::Wealth after three engravings of Obsidian wall: 10360, 10370, and 10380&lt;br /&gt;
::::Wealth after three smoothings of Ice wall: 10388, 10396, and 10404&lt;br /&gt;
::::Wealth after three engravings of Ice wall: 10414, 10424, and 10434&lt;br /&gt;
&lt;br /&gt;
::::Fortress wealth was checked separately after each smoothing or engraving.  The result is that smoothing of any stone adds 4 to the value of the fortress (before adding quality mods) regardless of stone type, however the smoothing of Ice adds 8 to the value of a fortress.  Engravings always add 10 (again, prior to quality mods) regardless of wall material. --[[User:Frewfrux|Frewfrux]] 05:51, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Animals from traders ==&lt;br /&gt;
&lt;br /&gt;
I just had my first caravan show up.  Initially I thought they didn't bring any creatures.  I bought the cages anyway and put them in the animal stockpile which was when I noticed that there was something in them.  A closer examination revealed a lot of them contained animal corpses.  Is this a normal behavior for glacier biomes?  Animals in cages from the traders have difficulty surviving the elements?  Or is this something unrelated?  --[[User:Frewfrux|Frewfrux]] 03:57, 7 December 2009 (UTC)&lt;br /&gt;
:This happens to me in my taiga fortress.  I'm not sure if there's some temperature at which (most) animals can't survive or if animals just take damage while being transported through a cold or freezing biome, but it seems to happen in colder regions.  Immigrant pets and animals you bring at embark seem to be unaffected.  --[[User:LaVacaMorada|LaVacaMorada]] 08:38, 7 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap_component&amp;diff=59340</id>
		<title>40d:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap_component&amp;diff=59340"/>
		<updated>2009-12-07T01:25:48Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
While these trap components are wieldable weapons in Adventure Mode, they are only available to use in traps in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of 1 [[bar]] of [[Weapons-grade#Material_damage_modifiers|weapons-grade]] [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate [[Weapon#Material_Damage_Effects|material modifiers]] for damage.  Three can also be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal. The [[Weapon#Material_damage_modifiers|material multiplier]] for glass is the same as wood items, 50%.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training [[weaponsmith]]s on maps with little metal.  Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' deals less [[damage]] than other trap components when mounted in weapon traps, but can also be mounted in [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently than do [[Trap#Weapon_trap|weapon traps]].  Its high critical boost makes it a decent choice against enemies with impale-able internal organs, although the spiked ball's triple attack tends to have a higher chance to impale, despite the lower critical boost.&lt;br /&gt;
&lt;br /&gt;
(Because of this, a single menacing spike, often of glass or wood, is often the weapon of choice when intentionally trying to cripple a dwarf without killing them.)&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
A '''large, serrated disc''' deals large amounts of slashing [[Weapon#Weapon Stats|damage]], and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed [[chunks|body part]] to a [[butcher's shop]] or [[stockpile|refuse pile]].  While large serrated discs do less damage than trap components like the giant axe blade, they attack three times, giving this trap weapon the highest potential damage of any weapon that can be mounted in a [[trap]].&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
While the '''spiked ball''' deals the least damage of any trap weapon, it strikes three times, giving it the second highest potential damage of any trap component, almost as much as the legendary large, serrated disc.  Despite the slightly lower damage threshold, the critical boost possessed by the spiked ball may make it more effective than the disc against enemies with internal organs.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s.&lt;br /&gt;
&lt;br /&gt;
While the enormous corkscrew does the least [[damage]] of any trap component, it has the highest critical boost, giving it a very high chance of instantly destroying its targets' vital organs ''(~if~ they have any)'', resulting in an instant kill.  Since the enormous corkscrew is needed to create [[screw pump]]s, many players recycle the corkscrews from unneeded screw pumps into serviceable weapon traps.  Those interested in more lethal weapon traps should invest in some spiked balls or large, serrated discs.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
Like the large, serrated disc, the '''giant axe blade''' deals slashing damage - a lot.  Giant axe blades deal more [[damage]] per hit than do large, serrated discs, but only strike once, compared to the disc's three attacks.  Thus the large, serrated disc generally does more damage than the giant axe blade.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]]&amp;amp;dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*[[Weapon]]&lt;br /&gt;
:*[[Trap]]&lt;br /&gt;
:*[[Weapon#Material damage modifiers|Damage modifiers by material]]&lt;br /&gt;
:*[[Weapon#Item_quality|Damage modifiers by item quality]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
SOMEONE WENT TO THE TROUBLE OF SPLITTING THE COMBINED CHART INTO 5 SEPARATE WEAPON TABLES FOR THE PREVIOUS 5 INDIVIDUAL ARTICLES - THESE ARE THOSE:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
&amp;amp;Dagger; ''This trap component is a spike and can also be used in upright spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Large, serrated disc''' || 120&amp;amp;dagger; || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiked Ball''' || 100&amp;amp;dagger; || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Enormous corkscrew''' || 100&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant axe blade''' || 220&amp;amp;dagger; || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=59310</id>
		<title>40d Talk:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=59310"/>
		<updated>2009-12-06T06:15:45Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cleaning the page == &lt;br /&gt;
I've made some cleanup alterations, both to the article and this discussion page. Hope you all don't mind. [[User:MOOMANiBE|MOOMANiBE]] 23:21, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bars needed to make ==&lt;br /&gt;
I've noticed this page doesn't list how many bars are required to make an anvil. Anyone who knows offhand? Seems like it'd be useful info. [[User:MOOMANiBE|MOOMANiBE]] 17:37, 22 February 2008 (EST)&lt;br /&gt;
:3. --[[User:Alfador|Alfador]] 18:43, 22 February 2008 (EST)&lt;br /&gt;
::Added this to the page. --[[User:Myroc|Myroc]] 16:25, 31 January 2009 (EST)&lt;br /&gt;
:::Or 9 Adamantine Wafers. ---[[User:Arkenstone|Arkenstone]]&lt;br /&gt;
&lt;br /&gt;
== Getting an anvil from the caravan ==&lt;br /&gt;
So is it possible to easily procure an anvil within the first 1-2 years? because if it is, then I'm going to ditch it on the embark screen and spend those 1000pts on turtles.&lt;br /&gt;
:Thats a lot of turtles. Get dogs instead. Imagine a swarm of pooches descending on a goblin fortress, taking no prisoners, and leaving no goblin child behind! --[[User:Ikkonoishi|Ikkonoishi]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
:In my experience the first dwarven caravan brings one.  However they will charge you dearly for it (~1000$), moreso if the anvil is steel (~3000$). Prices are from memory. [[User:Anonymousphrase|Anonymousphrase]] 15:51, 4 November 2007 (EST)&lt;br /&gt;
:: The caravan has a high chance of bringing one, it is not certain. --[[User:Soyweiser|Soyweiser]] 09:27, 8 November 2007 (EST)&lt;br /&gt;
:::Dearly yes, but a well made stack of food will cover the cost of a steel one so it's not hard to buy out the caravan. I had one caravan turn up with two steel anvils and a stack of plump helmet (5). Seems that was all they could carry :( --10:21, 8 November 2007 (EST)&lt;br /&gt;
::::True, but that does take some planning. I never got enough cash (what is the correct dwarven word, the value word...) to buy the anvil in the first year, but I'm stupid and focus on creating goblets, and making enough beds etc for my dwarfs. --[[User:Soyweiser|Soyweiser]] 13:57, 8 November 2007 (EST)&lt;br /&gt;
:::::Cash in the first year is easy.  I often find myself trading mechanisms because they're relatively high value/item (fewer hauling jobs to the depot), and if you're buying an anvil you're taking a lot of weight off their wagon.  Its not like you didn't bring a mechanic...  Barring that, it is possible to make enough cheap stone trinkets to buy everything you really want off the caravan, assuming you don't mind carting a couple hundred trinkets to the depot.  You had to eat all that stone somehow, right?  I've also never seen a caravan without an anvil in the first year, assuming the wagons could get to me.  (And heck, it generally takes me to the second year to have enough ready access to fuel to make it worth running a metalsmith anyway, barring nearby known magma) --[[User:Squirrelloid|Squirrelloid]] 05:28, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd definitely been left high and dry by the first dwarven caravan before.  Took me three long years before I was finally able to get my hands on an anvil!&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:DaveLawson|DaveLawson]] ([[User talk:DaveLawson|talk]]•[[Special:Contributions/DaveLawson|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:I second that statement, I've regularly not seen an anvil show up with the first dwarven caravan.  --[[User:Sentack|Sentack]] 11:00, 28 February 2008 (EST)&lt;br /&gt;
::To reduce hauling jobs for trade goods you need bins.Anyway, If you don't have the value in trade goods or didn't embark with an anvil just deconstruct the depot.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:97.92.221.162|97.92.221.162]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Odd anvil materials ==&lt;br /&gt;
I have created a zinc anvil (value 200). Is this a bug?&lt;br /&gt;
::Anvil (100) made of zinc (x2) with no quality modifier (x1). 100 x2 x1 =&amp;gt; 200. Looks right to me. [[User:VengefulDonut|VengefulDonut]] 12:29, 14 February 2008 (EST)&lt;br /&gt;
::Oh! Wait a minute. You aren't supposed to be able to make anvils out of zinc. What version are you using? I remember there was a bug where dwarves would use a different metal than the one assigned in the task, letting even pig iron be used to make stuff. [[User:VengefulDonut|VengefulDonut]] 12:31, 14 February 2008 (EST)&lt;br /&gt;
:::Heh, I'd like to have an archive of that version; I want a bismuth anvil. XD --[[User:Alfador|Alfador]] 11:55, 15 February 2008 (EST)&lt;br /&gt;
:::Pig iron stuff... I once had noble mandating pig iron items... He soon got locked in his room for such a crime against dwarvenkind. --[[User:Someone-else|Someone-else]] 07:56, 22 April 2008 (EDT)&lt;br /&gt;
::::Remember that anvils can be made of anything if created by a moody dwarf! --[[User:Termitehead|Termitehead]] 09:09, 6 May 2008 (CST)&lt;br /&gt;
:::::pig iron bars count, steel bars might, so basically he wants you to make steel....--[[User:Eerr|Eerr]] 16:26, 8 August 2008 (EDT)&lt;br /&gt;
::::::There probably was a strange mood that struck a dwarf who created the anvil.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:97.92.221.162|97.92.221.162]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::::::An [[artifact]] zinc anvil (or, for that matter, any artifact) would have a much higher value than that.  --[[User:LaVacaMorada|LaVacaMorada]] 06:15, 6 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anvil Quality and/or Material Affecting Final Product? ==&lt;br /&gt;
&lt;br /&gt;
Just to make a note, http://www.bay12games.com/forum/index.php?topic=23783.0 gives anecdotal evidence that the anvil material may affect the quality of items made. In summary, it seems from that post that items of 'higher' material than the anvil material has reduced quality chances (and by 'higher', I would guess the weapon/armor material modifiers). The adamantine scenario is in that post, but the implication is that for a steel industry, a steel anvil would be a good idea. Obviously, more testing is needed, and this might just be drivel. [[User:Blackcat|Blackcat]] 07:19, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fire Safe Anvil? ==&lt;br /&gt;
&lt;br /&gt;
i purchased an iron anvil from the caravan, and when i attempt to construct a metalsmith's forge, it says i need a fire-safe anvil. --[[User:Plstcflsh|Plstcflsh]] 00:55, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you've only just bought it, chances are that the anvil is tasked (&amp;quot;[TSK]&amp;quot;) with being taken to a suitable stockpile. Items that have been assigned a task, even hauling, are unavailable for any other purpose. If this is the case, just wait for the anvil to be stockpiled, at which point it will become available, and then build your forge. --[[User:Raumkraut|Raumkraut]] 02:02, 15 October 2008 (EDT)&lt;br /&gt;
::Long past helping OP but the alternative is, {{k|f}}orbid the item you need, then immediately re-designate the build job - forbidding things cancels any hauling jobs against them.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 16:12, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Whatever the case may be, you just invalidated the 'Wooden Anvil' theory: wood isn't fire-safe.&lt;br /&gt;
::::Besides, you need a metal axe to cut down trees ;)  --[[User:Arkenstone|Arkenstone]] 13:32, 11 August 2009&lt;br /&gt;
:::::Naw, I think you might get lucky and have an Elf bring you a wooden axe, and as it's known Elves have mystical ways of getting the wood off of trees that doesn't harm it. [[User:Shardok|Shardok]] 19:58, 11 August 2009 (UTC)&lt;br /&gt;
::::::But what about the fire-safe requirement?  I suppose that a wooden pick could be made first but then you still need charcoal... maybe using a bauxite anvil on magma? --[[User:Arkenstone|Arkenstone]] 10:42, 12 August 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Theory for first anvil ==&lt;br /&gt;
&lt;br /&gt;
Maybe it was a pratchett thing? but I remember reading in some fantasy/comedy novel that the first anvil, was all there was in the beginning and the creator used it in creating the world.&lt;br /&gt;
&lt;br /&gt;
Although, diskworld is on the back of a turtle so that might not be the case. But the dwarves involved were very pratchett-ish.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 01:15, 22 July 2009 (UTC)&lt;br /&gt;
::Well, on the topic of Terry Pratchett, did not Toady One the Great &amp;quot;write&amp;quot; the Dwarves into existence, just like in Pratchett's books?  --[[User:Arkenstone|Arkenstone]] 13:02 17 August 2009 (EST)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=59307</id>
		<title>40d Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=59307"/>
		<updated>2009-12-06T06:00:30Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Incorrect Information on Engravings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== raw mat. ==&lt;br /&gt;
I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. [[User:Noctis|Noctis]] 03:26, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some do some don't. Bones have a value of 0. Raw stone, gems, wood does have a base value. --[[User:Soyweiser|Soyweiser]] 08:14, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== take out gems? ==&lt;br /&gt;
I don't know if we should list all of the gems, it clutters the page up a bit. Maybe we should just link to [[Gem]], it has all of the gem values. --[[User:Valdemar|Valdemar]] 10:16, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm VERY late to reply, but I think it's best just to leave them there. It's good to see them integrated with the other multipliers. --[[User:RustyMcloon|Rusty Mcloon]] 06:01, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've noticed that several gems have a ton of varieties that all have the same value (i.e. there's 'eight' agates, but all are at x2).  We can clean it up a bit by simply saying &amp;quot;all agates&amp;quot;, and similar statements for the others.  There's also a few like zircon with most of the variants at the same value, so that could be cleaned up by putting &amp;quot;most zircons&amp;quot; or &amp;quot;most zircons (black, green, red, yellow, brown)&amp;quot; or some such for each of those.  Doing those things would at least cut down the number of entries if nothing else.  What do you guys think? [[User:LegacyCWAL|LegacyCWAL]] 15:56, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Wait, what am I saying, it's a Wiki.  I can go ahead and change it myself. [[User:LegacyCWAL|LegacyCWAL]] 14:26, 2 October 2008 (EDT)&lt;br /&gt;
::::I can agree with that modification. Shortening the list is always a good thing. --[[User:GreyMario|GreyMaria]] 15:32, 2 October 2008 (EDT)&lt;br /&gt;
::::lol--[[User:Mrdudeguy|Mrdudeguy]] 07:18, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== value of clothes/shoes ==&lt;br /&gt;
That list of item values says that &amp;quot;all clothes&amp;quot; have a value of 10 and shoes have a value of 15.  Should it be &amp;quot;all clothes except shoes&amp;quot; or is the value of shoes actually 10?  [[User:Bouchart|Bouchart]] 23:14, 8 December 2007 (EST)&lt;br /&gt;
: fixed.--[[User:Koltom|Koltom]] 14:00, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==phantom spider silk cloth - values==&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Does anyone know where these values came from? [[User:VengefulDonut|VengefulDonut]] 12:46, 21 December 2007 (EST)&lt;br /&gt;
:Hmm. I think all cloth has a decoration on it. That would explain it. [[User:VengefulDonut|VengefulDonut]] 13:05, 21 December 2007 (EST)&lt;br /&gt;
::Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) [[User:Dorten|Dorten]] 23:32, 9 January 2008 (EST)&lt;br /&gt;
:::Including an invisible decoration of the same material (but no quality mod) would explain these numbers. [[User:VengefulDonut|VengefulDonut]] 02:14, 10 January 2008 (EST)&lt;br /&gt;
:: explained below --[[User:Koltom|Koltom]] 14:00, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== value change by decorations ==&lt;br /&gt;
Shouldnt this page list how decorations change the value of an item as well? Also, if the value of bone and shell is 0 (base) or 1 (multiplier) does that mean that decorating with bone or shell doesnt change the items value? [[User:Robje|Robje]] 17:11, 21 January 2008 (EST)&lt;br /&gt;
:The base value of a decoration is 10. A bone decoration would increase the value of an object by 1 x 10 = 10. Does that make sense? [[User:VengefulDonut|VengefulDonut]] 01:12, 22 January 2008 (EST)&lt;br /&gt;
:: Yes, it does. So the lead goblet example from the article worth 40☼ would be worth 50☼ with some bone decorations, right? It just adds the value of the decorations to the items value, it doesnt multiply anything. Think that should be added to this page? or the [[decoration]] page? [[User:Robje|Robje]] 11:38, 22 January 2008 (EST)&lt;br /&gt;
:::It wouldn't hurt to have it on both, as it's quite relevant to both articles. --[[User:N9103|Edward]] 20:44, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== plant 2, cloth 7(+20) clothes/shoes from cloth 10/15 (+40) ==&lt;br /&gt;
&lt;br /&gt;
'''Plants'''&amp;lt;br&amp;gt;&lt;br /&gt;
either&lt;br /&gt;
&lt;br /&gt;
pig tail 1 * plant 4  = 4 correct &amp;lt;br&amp;gt;&lt;br /&gt;
sun/prickle berry0.5 * plant4 = 2 correct&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
prickle berry1*plant 2= 2 correct &amp;lt;br&amp;gt;&lt;br /&gt;
pig tail2 * plant 2 =4 correct&lt;br /&gt;
&lt;br /&gt;
the first option doesn't hold true, since:&lt;br /&gt;
&lt;br /&gt;
pig tail 2 * thread6 = 12 correct&lt;br /&gt;
&lt;br /&gt;
Also, the raws give the value of pigtail as 2, no value for sun/prickel berry, thus 1&lt;br /&gt;
&lt;br /&gt;
'''Cloth'''&lt;br /&gt;
&lt;br /&gt;
pig tail2/silk2 * cloth7 would be 14, but is 34&lt;br /&gt;
&lt;br /&gt;
So I suspect ther's a general +20 on cloth, that would also explain the quality level-value increase (as above):&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76 = 4*2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62 = 3*2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48  = 2*2*7 +20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34 = 2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base value for clothes is probably tweaked too..&lt;br /&gt;
&lt;br /&gt;
(On a side note, shouldn't phantom spider silk be much more valuable?) --[[User:Koltom|Koltom]] 14:32, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: a first look into clothes/mittens/gloves/shoes/socks/gauntlets suggests a base 10 for clothes/mittens/gloves plus 40 if from cloth and a base 15 for shoes/socks/gauntlets (again +40 if from cloth).&lt;br /&gt;
&lt;br /&gt;
Prices fit perfectly if compared with leather and bone ware. --[[User:Koltom|Koltom]] 15:11, 24 February 2008 (EST)&lt;br /&gt;
:I suspect giant cave spider silk will mess this up.  [[User:VengefulDonut|VengefulDonut]] 16:46, 24 February 2008 (EST)&lt;br /&gt;
:: Go away ;P  No, yes, i already noticed, doesn't work with giant..but for the rest it's fine. And giant silk is messed up altogether, other than that its mighty valuable, the numbers don't fit at all. Have any thread at hand for comparison? --[[User:Koltom|Koltom]] 17:03, 24 February 2008 (EST)&lt;br /&gt;
::: I think the +20 comes from 10 x 2. The 2 is from the cloth value. [[User:VengefulDonut|VengefulDonut]] 17:09, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ha!Ha!Ha! Its so obvious! Took my record keeper just a second glance! The value for giant is multiplied by 10! dye and deco goes separate on top! --[[User:Koltom|Koltom]] 17:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bone value==&lt;br /&gt;
I recall reading somewhere, that dragon bone are far more valuable material than generic (i.e. turtle) bones. Can anyone verify? --[[User:Dorten|Dorten]] 04:32, 7 April 2008 (EDT)&lt;br /&gt;
:For all plant and animal products, the value is multiplied by the thing's modvalue. A dragon has a modvalue of 50. [[User:VengefulDonut|VengefulDonut]] 09:51, 7 April 2008 (EDT)&lt;br /&gt;
:They are indeed more valuable, and the same goes for leather and (as far as I can tell) shells.  It isn't reflected in the chart though [[User:LegacyCWAL|LegacyCWAL]] 16:02, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Potential improvements==&lt;br /&gt;
Although most items have a value which equals shape * material, some items have an invariable, hardcoded value (including drinks, dyes, cheeses, flours, and many more). A separate table of these items and their values would be nice. Also, a list of items which never have quality.&lt;br /&gt;
&lt;br /&gt;
The value of Prepared meals needs some explanation. In short, the value of each ingredient is added to the value of the meal. An example:&lt;br /&gt;
&lt;br /&gt;
≡Dwarven wheat flour roast [33]≡&lt;br /&gt;
&lt;br /&gt;
This is a stack of 33 finely-prepared Dwarven wheat flour roast. The ingredients are exceptionally minced Plump helmet, well-minced deer meat, superiorly minced Quarry bush Leaves and minced Dwarven wheat flour.&lt;br /&gt;
&lt;br /&gt;
Total value: 3102☼&lt;br /&gt;
&lt;br /&gt;
10 (prepared meal)           * 3 (fine)        == 30&lt;br /&gt;
&lt;br /&gt;
2 (plant) * 2 (plump helmet) * 5 (exceptional) == 20&lt;br /&gt;
&lt;br /&gt;
2 (meat) * 1 (deer)          * 2 (well-made)   ==  4&lt;br /&gt;
&lt;br /&gt;
5 (quarry bush leaves)       * 4 (superior)    == 20&lt;br /&gt;
&lt;br /&gt;
20 (dwarven wheat flour)     * 1 (no label)    == 20&lt;br /&gt;
&lt;br /&gt;
Total: 94&lt;br /&gt;
&lt;br /&gt;
94 (value) * 33 (quantity) == 3102&lt;br /&gt;
&lt;br /&gt;
The meals are named after the last ingredient, and the quality modifier on the meals is the highest in the recipe.&lt;br /&gt;
&lt;br /&gt;
Finally, the formula given for the value of items made of cloth is slightly off. Things made of cloth have what amounts to a decoration made of the cloth material and a second (invisible) decoration made of the thread material. This really only makes a difference when your weaver is skilled enough to produce cloth with a quality. Example:&lt;br /&gt;
&lt;br /&gt;
+cave spider silk bag+&lt;br /&gt;
&lt;br /&gt;
This is a finely-crafted cave spider silk bag. It is made from well-woven cave spider silk cloth. The thread is superiorly-colored with Dimple dye.&lt;br /&gt;
&lt;br /&gt;
Total value: 200☼&lt;br /&gt;
&lt;br /&gt;
10 (bag) * 2 (cave spider silk) * 3 (fine) == 60&lt;br /&gt;
&lt;br /&gt;
10 (cloth) * 2 (cave spider silk) * 2 (well-made) == 40&lt;br /&gt;
&lt;br /&gt;
10 (thread) * 2 (cave spider silk) * 1 (no label) == 20&lt;br /&gt;
&lt;br /&gt;
10 (dyed) * 2 (Dimple dye) * 4 (superior) == 80&lt;br /&gt;
&lt;br /&gt;
Total: 200&lt;br /&gt;
&lt;br /&gt;
Since the item, cloth, and thread are always made of the same material, you can simplify a bit by factoring out, but I think this is what's going on. The only material that has a value other than 2 right now is giant cave spider silk, with a value of 20. Cloth has the invisible thread decoration, but (obviously) not the cloth decoration. I'm not certain whether or not thread ever has a quality, but I remember someone mentioning that it could on the forums. Further testing required; someone'll have to train up a legendary Thresher. --[[User:Hussell|Hussell]] 15:39, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Started a fortress{{version|0.27.176.38c}} with a proficient thresher, which is a high enough skill level to never produce no label quality items. Pig Tail thread produced by this dwarf still has a value of 12, so I conclude that thread never has quality. --[[User:Hussell|Hussell]] 10:35, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::After playing with the raws, the situation for cloth is even more complicated than I thought. There are two types of cloth: plant cloth, with a base value of 1, which gets multiplied by the value of the plant (2 for both pig tail and rope reed, but it could have been different), and silk, with a base value of 2, which gets multiplied by the value of the animal (1 for cave spiders and phantom spiders, 10 for giant cave spiders). So a giant cave spider silk bag is actually 10 (bag) * 2 (silk) * 10 (GCS) * clothier quality + 10 (cloth) * 2 (silk) * 10 (GCS) * weaver quality + 10 (thread) * 2 (silk) * 10 (GCS).&lt;br /&gt;
&lt;br /&gt;
::Also, sewn-image decorations get no bonus for the cloth or thread they're made of, just the fibre-type*fibre-source modifier. But they do get the dye bonus. Except on artifacts. And artifacts made of cloth don't use the same cloth/thread decoration system. Ugh. --[[User:Hussell|Hussell]] 12:18, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::This revelation doesn't affect what you said before. Whether the value of the cloth and thread comes from base value 1 and modvalue 2 or base value 2 and modvalue 1, the value x quality of the cloth and the value of the thread are both decorated onto the finished product.&lt;br /&gt;
:::What are some of the values/materials you've had for cloth artifacts? [[User:VengefulDonut|VengefulDonut]] 01:18, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wood and Stone Values==&lt;br /&gt;
&lt;br /&gt;
It seems that certain woods are more valuable than others; my woodcrafter made an exceptional larch crown and an exceptional cedar crown, neither have decorations, but the cedar crown was worth 95 while the larch was worth 85. Also, neither seems to fit with the values for wood anyway (10*1*5=50). Also, all logs and stones seem to be worth 3, not 1 or 2.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:36, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The logs and stones being worth 3 perfectly fits what's on the page.  Stones and Logs are worth 3 times whatever their material multiplier is, which is 1 for wood and common stone.  Hence logs and common stones wind up worth 3.  Flux stones, with their 2x multiplier, wind up being worth 6.  And so on.  As for your crowns, larch being worth less than cedar wouldn't give those kinds of numbers, the difference would be some multiple of 50, not the difference between 85 vs. 95.  Are you absolutely sure that you're reading it right and that there's no decorations, and that there's ''nothing'' else different ''at all'' between them? --[[User:LegacyCWAL|LegacyCWAL]] 17:27, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Are you looking at the item price instead of its base value?  Price is only important within the context of the [[dwarven economy]].--[[User:Maximus|Maximus]] 20:30, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Value? ==&lt;br /&gt;
&lt;br /&gt;
There doesn't seem to be anything in the article on the value of weapons like [[crossbow]]s and [[battle axe]]s.  [[User:Gairabad|Gairabad]] 22:00, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads-up, I (and everybody else, it seems =P) hadn't noticed that.  After some checking, it looks like the base value of all weapons and trap components is 10.  I have a couple more things I want to check just to be sure, but it looks like I'll be adding in a &amp;quot;10&amp;quot; on there pretty soon ;) [[User:LegacyCWAL|LegacyCWAL]] 21:28, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Simplifying materials table ==&lt;br /&gt;
&lt;br /&gt;
When I realized the animal modvalues weren't listed, I thought I should add them. After a very short time, I noticed the list of material values was getting rather long, to the point of being unreadable. So instead of putting the animal material values on this page, I put them on a separate page and linked to it. Having set this precedent, I thought the gem multipliers, ore multipliers, metal multipliers, economic stone multipliers, and plant multipliers could all be treated the same way. Doing this would make this page ''significantly'' shorter and more understandable.&lt;br /&gt;
&lt;br /&gt;
Clearly, I should have asked for input before going ahead and making the changes. For this, I apologize. I would like to ask for your opinions now, since I still think taking advantage of the lists of material multipliers on other pages is a good idea. I also added some details on several types of special decorations, and several much more detailed examples of how to compute item values, which I also think had some merit.&lt;br /&gt;
&lt;br /&gt;
My proposed changes: http://www.dwarffortresswiki.net/index.php?title=Item_value&amp;amp;oldid=39044&lt;br /&gt;
&lt;br /&gt;
Differences with current page: http://www.dwarffortresswiki.net/index.php?title=Item_value&amp;amp;diff=39690&amp;amp;oldid=39044&lt;br /&gt;
&lt;br /&gt;
--[[User:Hussell|Hussell]] 22:00, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I propose that rather than removing the material multipliers from the material multiplier section of the article, we split them into (collapsible?) tables organized by type of material. Possibly: '''stone''' (incl. ores), '''gems''', '''metal''', (plant products? animal products?), and a catch-all '''other'''. [[User:VengefulDonut|VengefulDonut]] 10:43, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: That seems like an excellent compromise to me. --[[User:Hussell|Hussell]] 12:45, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||Common [[Stone]], [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Calcite]], [[Cassiterite]], [[Chalk]], [[Copper nuggets]], [[Dolomite]], [[Garnierite]], [[Limestone]], [[Malachite]], [[Marble]], [[Sphalerite]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Galena]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|8||[[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Horn silver]], [[Silver nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|40||[[Native aluminum]], [[Platinum nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]&lt;br /&gt;
|-&lt;br /&gt;
|3||[[Lay pewter]], [[Nickel silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|4||[[Trifle pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Bronze]], [[Fine pewter]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Iron]], [[Pig iron]], [[Silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Electrum]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Gold]], [[Steel]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Aluminum]], [[Platinum]]&lt;br /&gt;
|-&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:14, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Ore]]s and [[Stone]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|-&lt;br /&gt;
|x1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Non-economic stone]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Cassiterite]], [[Copper nuggets]], [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Tetrahedrite]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Galena]]&lt;br /&gt;
|-&lt;br /&gt;
|x8||[[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Horn silver]], [[Silver nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Native aluminum]], [[Platinum nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x250||[[Raw adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Gem]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Banded agate]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Lace agate]], [[Moss agate]], [[Plume agate]], [[Tube agate]], [[Bloodstone]], [[Carnelian]], [[Gray chalcedony]], [[White chalcedony]], [[Chrysocolla]], [[Chrysoprase]], [[Rock crystal]], [[Citrine]], [[Tiger iron]], [[Blue jade]], [[Lavender jade]], [[Pink jade]], [[White jade]], [[Brown jasper]], [[Yellow jasper]], [[Lapis lazuli]], [[Moonstone]], [[Morion]], [[Onyx]], [[Prase]], [[Pyrite]], [[Milk quartz]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Sunstone]], [[Tigereye]], [[Turquoise]], [[Variscite]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]&lt;br /&gt;
|-&lt;br /&gt;
|x15||[[Melanite]], [[Fire opal]], [[Jelly opal]], [[Pink tourmaline]], [[Red tourmaline]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Golden beryl]], [[Honey yellow beryl]], [[Red beryl]], [[Chrysoberyl]], [[Cat's eye]], [[Clear garnet]], [[Pink garnet]], [[Goshenite]], [[Cinnamon grossular]], [[Red grossular]], [[Yellow grossular]], [[Heliodor]], [[Green jade]], [[Kunzite]], [[Morganite]], [[Bandfire opal]], [[Claro opal]], [[Crystal opal]], [[Harlequin opal]], [[Levin opal]], [[Pinfire opal]], [[Precious fire opal]], [[Red flash opal]], [[White opal]], [[Peridot]], [[Black pyrope]], [[Red pyrope]], [[Rhodolite]], [[Rubicelle]], [[Violet spessartine]], [[Yellow spessartine]], [[Purple spinel]], [[Red spinel]], [[Tanzanite]], [[Topazolite]], [[Topaz]], [[Green tourmaline]], [[Black zircon]], [[Brown zircon]], [[Green zircon]], [[Red zircon]], [[Yellow zircon]]&lt;br /&gt;
|-&lt;br /&gt;
|x25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]&lt;br /&gt;
|-&lt;br /&gt;
|x60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Metal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Lay pewter]], [[Nickel silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Trifle pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Bronze]], [[Fine pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|x6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x7||[[Brass]]&lt;br /&gt;
|-&lt;br /&gt;
|x8||[[Sterling silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Iron]], [[Pig iron]], [[Silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x11||[[Black bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Electrum]]&lt;br /&gt;
|-&lt;br /&gt;
|x23||[[Rose gold]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Gold]], [[Steel]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Aluminum]], [[Platinum]]&lt;br /&gt;
|-&lt;br /&gt;
|x300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Animal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|-&lt;br /&gt;
|x1||[[Antman]], [[Batman]], [[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Cat]], [[Cave Swallowman]], [[Chimpanzee]], [[Cyclops]], [[Dark gnome]], [[Deer]], [[Dog]], [[Donkey]], [[Dwarf]], [[Elf]], [[Ettin]], [[Fox]], [[Frogman]], [[Gazelle]], [[Giant]], [[Goblin]], [[Gorilla]], [[Gray gibbon]], [[Gremlin]], [[Groundhog]], [[Harpy]], [[Hoary marmot]], [[Horse]], [[Human]], [[Kobold]], [[Lizardman]], [[Mandrill]], [[Minotaur]], [[Mountain gnome]], [[Mountain goat]], [[Mule]], [[Olmman]], [[Orangutan]], [[Phantom spider]], [[Pileated gibbon]], [[Raccoon]], [[Ratman]], [[Rhesus macaque]], [[Siamang]], [[Silvery gibbon]], [[Snakeman]], [[Titan]], [[Troglodyte]], [[White-browed gibbon]], [[White-handed gibbon]], [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Beak dog]], [[Cow]], [[Elk]], [[Foul blendec]], [[Giant mole]], [[Giant rat]], [[Ice wolf]], [[Large rat]], [[Muskox]], [[Naked mole dog]], [[One-humped camel]], [[Satyr]], [[Two-humped camel]], [[Warthog]], [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||All large oceanic creatures ([[Walrus]], [[Whale]], sharks, oceanic fish), [[Black bear]], [[Carp]], [[Cheetah]], [[Cougar]], [[Elephant]], [[Giant cheetah]], [[Giant jaguar]], [[Giant leopard]], [[Giant lion]], [[Giant tiger]], [[Grizzly bear]], [[Hippo]], [[Jaguar]], [[Leechman]], [[Leopard]], [[Lion]], [[Longnose gar]], [[Pike]], [[Polar bear]], [[Sea monster]], [[Sea serpent]], [[Slugman]], [[Snailman]], [[Strangler]], [[Tiger]], [[Tigerfish]], [[Tigerman]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Alligator]], [[Nightwing]], [[Saltwater crocodile]], [[Werewolf]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Cave crocodile]], [[Giant bat]], [[Giant cave swallow]], [[Giant eagle]], [[Giant olm]], [[Giant toad]], [[Purring maggot]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Blizzard man]], [[Fire imp]], [[Giant cave spider]], [[Giant desert scorpion]], [[Ogre]], [[Sasquatch]], [[Troll]], [[Unicorn]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Frog demon]], [[Tentacle demon]]&lt;br /&gt;
|-&lt;br /&gt;
|x50||[[Demon]], [[Dragon]], [[Hydra]], [[Merperson]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Plant]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|-&lt;br /&gt;
|x1||[[Hide root]], [[Muck root]], [[Prickle berry]], [[Rat weed]], [[Sliver barb]], [[Sun berry]], [[Whip vine]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Blade weed]], [[Bloated tuber]], [[Cave wheat]], [[Dimple cup]], [[Fisher berry]], [[Longland grass]], [[Pig tail]], [[Plump helmet]], [[Quarry bush]], [[Rope reed]], [[Sweet pod]], [[Wild strawberry]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Kobold bulb]], [[Valley herb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|-&lt;br /&gt;
|x1||[[Ash]], [[Thread|Plant thread]], [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Charcoal]], [[Coke]], [[Green glass]], [[Thread|Silk thread]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Potash]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Clear glass]], [[Soap]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Crystal glass]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[User:Hussell|Hussell]] 13:32, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I moved in the tables, but I think &amp;quot;stones and ores&amp;quot; is redundant since ores are a class of stones. Also &amp;quot;non-economic stones&amp;quot; doesn't really make a category split. It has not always been the case that only economic stones have value not equal to one, and it once again might not be in the future. These nice tables. The gems especially must have taken a lot of work. [[User:VengefulDonut|VengefulDonut]] 21:26, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
===Subsection1===&lt;br /&gt;
&lt;br /&gt;
::Thanks. I have no problem with putting the ores, economic stones, and common stone in the same table. I originally split them up only because the lists of material multipliers were on three different pages. I do have a couple of other concerns, though. I see you added leather and bone to the miscellaneous table. I'm not sure they belong there. Also, I think we need some clear examples showing how to compute the value of a few of the more complicated items, especially prepared meals, items made from dyed cloth, and decorations (including sewn dyed-cloth decorations). Maybe soap, too, just for laughs. Lastly, I went through the stockpile menu and found some things we're missing: lye, ballista arrow heads, and animal traps. Lye seems to be a no-material, no-quality item of value 5. (You can find it in the food stockpile menu, along with almost all of the other no-material no-quality items.) I know animal traps and ballista arrow heads both have quality and material, but I don't have a fortress advanced enough to produce any just now. I think animal traps have a base value of 10, but I'm not sure, and I really have no idea how valuable ballista arrow heads are. (Does anyone actually use ballista arrowheads?) Let me know what you think. [[User:Hussell|Hussell]] 23:10, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Where do you think leather and bone should go? The values in the animal table are a different breed of animal. I agree with you on the other counts; especially detailed examples. Do you know how to calc prepared meals and sewn dyed decorations? Soap calculations are imperative, on the off chance some utility can get soap included as an artifact ingredient :). I will keep an eye out for the values we are missing. They are ''probably'' both 10.  [[User:VengefulDonut|VengefulDonut]] 00:05, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't think leather and bone should be considered materials at all. I'm not even sure plant thread should be considered a material. It's easier to think of all animal products as being made out of an animal material, with silk and soap as special cases. We could insert the explanation from the top of [[Modvalue]] if you think it would help. Either that, or we'll have to list all animal products as materials. I know how to calculate the value of prepared meals. See [[Talk:Item_value#Potential_improvements]]. I'm a little unclear on dyed decorations, and dye in general. I need to mod the values of some dyes and plant values to see if the value of dye decorations is based on the value of the dye, or on the value of a decoration times the plant value. I'll get back to you with the results of my tests. [[User:Hussell|Hussell]] 13:08, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think it would be simpler to use the table to keep bone, leather, etc. on there, just with a note mentioning the effect of mod value.  This is because you don't turn animals or plants directly into the end product, but have to go through intermediate steps to get there.  For example, your leatherworker doesn't drag a cow to the leatherworking shop and turn it into a cow leather bag, what he does is go to the leather stockpile and take a piece of leather to use.  There's also the fact that not all leather, cloth, or silk comes from animals you slaughter/butcher: it's hard to think of a carp leather buckler as a carp product when you bought the leather from a caravan.  [[User:LegacyCWAL|LegacyCWAL]] 14:24, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Carp leather (15) = 5 (leather, from table 1.2) * 3 (carp, from animal materials table). The question is whether or not to have leather as a x1 material multiplier in the miscellaneous materials table as well as being a base item type in table 1.2. Apologies if you already understood this and I misunderstood what you wrote. With leather in both tables, it would be impossible to tell whether the base item has value 1 and the multiplier is x5, or whether the base item has value 5 and the multiplier is x1. For simplicity's sake, I argue that it should only appear in the base item type table.&lt;br /&gt;
&lt;br /&gt;
:::::Ah, I see.  I thought you meant to remove that stuff from the page altogether.  I still think it should be left in though, since tanned hides are still an actual item, and not just an ingredient.  Same goes for bones and whatnot.  Plant thread, like silk, can be dyed, which is an arguement for keeping thread as its own item.  Further still, if things like hides and thread are removed under the logic that they're just &amp;quot;animal products&amp;quot;, then a ''lot'' of other things should be removed as well, such as milk, many extracts, and even booze (though plants having booze values different from their &amp;quot;normal&amp;quot; values would complicate things in the plants section).[[User:LegacyCWAL|LegacyCWAL]] 15:41, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::I think we're violently agreeing here. All these things are in the base item tables, and no-one is suggesting they be removed from there. [[User:Hussell|Hussell]] 17:34, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Subsection1.1 ====&lt;br /&gt;
:Listing leather as a material is more transparent. With silk as a guide, we can say the multiplier of leather could just as easily have been 2 or 5 rather than 1. I agree that listing leather as both a base object and a material may elicit some confusion, but this is nothing that the behavior of stone (resp. metal) doesn't already cause. [[User:VengefulDonut|VengefulDonut]] 10:31, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's a slippery slope. There would have to be materials for all the other animal products too. Ignoring the stuff you can't make anything out of, like corpses and chunks, there are, at a minimum: fish (for raw fish, prepared fish, and prepared meals), fat (for fat, tallow, soap, and prepared meals), bone (for bones, decorations, bolts, armor, etc.), skulls (for skulls and skull totems), shell (for decorations, armor, crafts), leather (for lots of things), and silk (ditto) and meat (for meat and prepared meals). I would rather have only silk and soap on the list, but if you insist on putting more on, you should put them all on. I think having silk and soap as the only two exceptions to the rule that items have no more than one material multiplier is less confusing and more transparent than adding a bunch of entries to the table and making the calculation of item values more complicated than it has to be. [[User:Hussell|Hussell]] 00:25, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think your decision is (in general) the correct one. If we knew less about the underlying mechanics I would wholeheartedly support it. However, because of soap and silk, we do know that there is another multiplier (of 1) acting there. I think it is wrong to list misinformation just because it is convenient and gives consistent results. It's like the difference between teaching mathematics by explaining the underlying structure or just 'teaching' mathematics by providing a list of steps that need to be followed to reach the correct answer. [[User:VengefulDonut|VengefulDonut]] 02:16, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::However, I think silk and soap might be exceptions in the code, too. Unlike all the other material multipliers listed, we cannot verify the existence of the ones you want to include, because 1. they have no effect on value, if they exist, and 2. we can't mod their values to give them an effect. I also think it's wrong to list misinformation. I just think it's you who's doing it. :-) [[User:Hussell|Hussell]] 11:50, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ah, I was under the impression our disagreement stemmed from something different.&lt;br /&gt;
:::Ok, I'm going to try to convince of my view of the structure. If I can do that (or if you can push yours), then that will settle it.&lt;br /&gt;
:::We know that before settings started moving into the raw files, all of the material multipliers were hard coded, and those that aren't in the raws (yet?) still are. We also know that things with a raw data entry but no specified value (like most stone) default to 1.&lt;br /&gt;
:::Let's assume that one of our two schema would be implemented if (when?) silk and soap values stop being hard coded and move into the raws. By your view (if I understand it correctly), silk and soap would be the only two animal products that can have entries. By my view, any might have a value entry, and any without one would default to 1. This is consistent with how stones behave. [[User:VengefulDonut|VengefulDonut]] 14:46, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::No, I view animal products as already having a value in the raws: the animal modvalue. I believe silk and soap (if soap is, in fact, a block, and not a separate base item with value 25) are exceptions in that they have an '''extra''' multiplier. This is consistent with the way stone products behave: stones, and everything made from stones, get a material multiplier from a particular type of stone. Animals, and everything made from animals, get a material multiplier from a particular type of animal. [[User:Hussell|Hussell]] 15:52, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you could have it any way you wanted, how would you handle putting silk into the raws? [[User:VengefulDonut|VengefulDonut]] 19:35, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I think I would remove the hardcoded x2 multiplier for silk, and double the modvalue of cave spiders and phantom spiders (from 1 to 2). GCS silk would have half the value it has now, but the whole system would be simpler and more consistent. [[User:Hussell|Hussell]] 12:52, 14 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Hmm. Ok, let's do it your way. I strongly suspect it will change in the near future, but I think this is the best fit right now. [[User:VengefulDonut|VengefulDonut]] 09:15, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::In other news, I've confirmed that animal traps have a base value of 10. No news yet on ballista arrowheads. I think animal traps and cages should be added to the base items with material and quality table, since they end up in their own stockpile, not with furniture as you might suppose. Also: this talk page is getting too long. I suggest removing the draft versions of the material tables. [[User:Hussell|Hussell]] 00:34, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ballista arrowheads have a base value of 10. They're considered furniture, so I'm leaving the table alone. Note: assembling a non-wooden ballista arrow uses a log and an arrowhead, and gives you a ballista arrow made from metal. E.g., a +Steel ballista arrow+ is worth 1800, which is what you'd expect (20 * 30 * 3). [[User:Hussell|Hussell]] 23:08, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
===Subsection2===&lt;br /&gt;
&lt;br /&gt;
::Testing{{version|0.28.181.40d}} reveals that dye value comes from the value of the dye, not the value of a decoration multiplied by the plant material. The following is a real example:&lt;br /&gt;
::+«+Pig tail shoe+»+&lt;br /&gt;
::This is a finely-crafted Pig tail shoe. It is made from well-crafted Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye. On the item is a finely-designed image of squares in Pig tail by Urvad Zonilash. It is made from superior quality Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye.&lt;br /&gt;
::{|&lt;br /&gt;
|-&lt;br /&gt;
!Base item&lt;br /&gt;
!Material&lt;br /&gt;
!Quality&lt;br /&gt;
!Subtotal&lt;br /&gt;
|-&lt;br /&gt;
|15 (shoe)||x2 (pig tail)||x3 (fine quality)||= 90&lt;br /&gt;
|-&lt;br /&gt;
|10 (cloth decoration)||x2 (pig tail)||x2 (well-crafted quality)||= 40&lt;br /&gt;
|-&lt;br /&gt;
|10 (thread decoration)||x2 (pig tail)||||= 20&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|10 (image decoration)||x2 (pig tail)||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|}&lt;br /&gt;
::'''Total:''' 330&lt;br /&gt;
::Note that the cloth used to make the sewn image decoration does '''not''' contribute to the value, despite its material and quality being in the description. [[User:Hussell|Hussell]] 20:51, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Interesting. If the thread used to decorate an object isn't dyed, does the &amp;quot;cloth&amp;quot; object still disappear? [[User:VengefulDonut|VengefulDonut]] 10:31, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes. So I guess you should use all that no-quality cloth the traders bring to decorate bags, and only use your own quality cloth to make bags. [[User:Hussell|Hussell]] 11:16, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incorrect Information on Engravings ==&lt;br /&gt;
&lt;br /&gt;
This article mentions that engravings add the base value for decoration (10) with the standard material modifications.  However, I have not found this to be true.  I ran a test for my ice fort (see notes in glacier:talk) to see what the value of ice engravings were.  First I smoothed three sections of regular rock (value 1), then engraved them, then smoothed 3 sections of Obsidian (value 3), and then engraved them.  The results were identical for both types of stone (each smoothing added 4 to the value and each engraving added 10 - all were base quality).  Interestingly enough, the ice smoothings were worth 8 and the ice engravings 10.  Can anyone else verify this (don't worry about the ice part, unless you want to)?  --[[User:Frewfrux|Frewfrux]] 06:21, 5 December 2009 (UTC)&lt;br /&gt;
:I'm not sure about fortress wealth, but engravings in more valuable stone definitely contribute more to room value/quality.  I have a lot of grand 1x3 bedrooms in flux layers without really trying, and I have satisfied many nobles' requirements with otherwise modest rooms in valuable (iron or better) ore veins.  --[[User:LaVacaMorada|LaVacaMorada]] 07:20, 5 December 2009 (UTC)&lt;br /&gt;
::I had been assuming they would be the same thing (room value and fortress wealth), minus any dwarven preference bumping the 'percieved' room value up. Are you sure your rooms are grand and not great?  (Grand being one step down from royal.)  And by &amp;quot;not really trying&amp;quot; I am assuming you just have beds in these rooms in addition to the engravings?  Grand rooms have a value of at least 2,500.  A 1X3 Room, that was side by side with other 1x3 rooms, would have it's walls shared with the other bedrooms.  So, if:&lt;br /&gt;
:::*only half (lets round up) of this rooms walls will count towards value,&lt;br /&gt;
:::*the material counts towards the value,&lt;br /&gt;
:::*and all the engravers were better then Lengendary +5 and did masterful work half the time,&lt;br /&gt;
&lt;br /&gt;
::you would have:&lt;br /&gt;
&lt;br /&gt;
:::*6 walls and 3 floors (9)&lt;br /&gt;
:::*5 masterful engravings worth (5 engravings * 10 base value * 12 masterful work * 2 flux stone) = 1,200&lt;br /&gt;
:::*4 exceptional engravings worth (4 engravings * 10 base value * 5 exceptional work * 2 flux stone) = 400&lt;br /&gt;
&lt;br /&gt;
::for a total of 1,600 from engravings.  You bed would have to be worth 900.  Hmmmmm.  I think I need to test this out more. --[[User:Frewfrux|Frewfrux]] 17:07, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Hmmmm, testing, right.  How is one able to tell what the value of a room is, exactly?  What I mean is, how do I tell what the *exact* value of a room is (as opposed to its general rating of meager, modest, etc) without checking the &amp;quot;created wealth&amp;quot; section of the stats menu?  --[[User:Frewfrux|Frewfrux]] 18:00, 5 December 2009 (UTC)&lt;br /&gt;
::::Let the Economy start, then put the room up for rent - it'll show the room's exact value under (q) status. --[[User:Quietust|Quietust]] 18:42, 5 December 2009 (UTC)&lt;br /&gt;
:::::I was afraid of that. Unfortunately I don't have a fort for which the economy has started yet with which to test.  I guess I'll just have to keep this in mind to do when my glacier fort gets there.  If it ever does (terrifying biome) --[[User:Frewfrux|Frewfrux]] 19:09, 5 December 2009 (UTC)&lt;br /&gt;
::::::By &amp;quot;not really trying&amp;quot;, I mean that I don't go out of my way to make them valuable.  The fortress in question has well-established textile and glass industries, so I do have some valuable furniture - it's just that valuable furniture is all over the place in this fortress.  A sample bedroom with a rent of 2536☼ contains 1130☼ worth of furniture, 10 exceptional marble engravings, and 5 masterful marble engravings.  By comparison, I have a room with 1450☼ worth of furniture, 9 exceptional diorite engravings, and 6 masterful diorite engravings, and a rent of 1997☼.  So I don't know exactly how the rent is calculated, but marble engravings definitely contribute more than diorite.  --[[User:LaVacaMorada|LaVacaMorada]] 06:00, 6 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=59246</id>
		<title>40d Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=59246"/>
		<updated>2009-12-05T07:20:21Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Incorrect Information on Engravings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== raw mat. ==&lt;br /&gt;
I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. [[User:Noctis|Noctis]] 03:26, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some do some don't. Bones have a value of 0. Raw stone, gems, wood does have a base value. --[[User:Soyweiser|Soyweiser]] 08:14, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== take out gems? ==&lt;br /&gt;
I don't know if we should list all of the gems, it clutters the page up a bit. Maybe we should just link to [[Gem]], it has all of the gem values. --[[User:Valdemar|Valdemar]] 10:16, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm VERY late to reply, but I think it's best just to leave them there. It's good to see them integrated with the other multipliers. --[[User:RustyMcloon|Rusty Mcloon]] 06:01, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've noticed that several gems have a ton of varieties that all have the same value (i.e. there's 'eight' agates, but all are at x2).  We can clean it up a bit by simply saying &amp;quot;all agates&amp;quot;, and similar statements for the others.  There's also a few like zircon with most of the variants at the same value, so that could be cleaned up by putting &amp;quot;most zircons&amp;quot; or &amp;quot;most zircons (black, green, red, yellow, brown)&amp;quot; or some such for each of those.  Doing those things would at least cut down the number of entries if nothing else.  What do you guys think? [[User:LegacyCWAL|LegacyCWAL]] 15:56, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Wait, what am I saying, it's a Wiki.  I can go ahead and change it myself. [[User:LegacyCWAL|LegacyCWAL]] 14:26, 2 October 2008 (EDT)&lt;br /&gt;
::::I can agree with that modification. Shortening the list is always a good thing. --[[User:GreyMario|GreyMaria]] 15:32, 2 October 2008 (EDT)&lt;br /&gt;
::::lol--[[User:Mrdudeguy|Mrdudeguy]] 07:18, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== value of clothes/shoes ==&lt;br /&gt;
That list of item values says that &amp;quot;all clothes&amp;quot; have a value of 10 and shoes have a value of 15.  Should it be &amp;quot;all clothes except shoes&amp;quot; or is the value of shoes actually 10?  [[User:Bouchart|Bouchart]] 23:14, 8 December 2007 (EST)&lt;br /&gt;
: fixed.--[[User:Koltom|Koltom]] 14:00, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==phantom spider silk cloth - values==&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Does anyone know where these values came from? [[User:VengefulDonut|VengefulDonut]] 12:46, 21 December 2007 (EST)&lt;br /&gt;
:Hmm. I think all cloth has a decoration on it. That would explain it. [[User:VengefulDonut|VengefulDonut]] 13:05, 21 December 2007 (EST)&lt;br /&gt;
::Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) [[User:Dorten|Dorten]] 23:32, 9 January 2008 (EST)&lt;br /&gt;
:::Including an invisible decoration of the same material (but no quality mod) would explain these numbers. [[User:VengefulDonut|VengefulDonut]] 02:14, 10 January 2008 (EST)&lt;br /&gt;
:: explained below --[[User:Koltom|Koltom]] 14:00, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== value change by decorations ==&lt;br /&gt;
Shouldnt this page list how decorations change the value of an item as well? Also, if the value of bone and shell is 0 (base) or 1 (multiplier) does that mean that decorating with bone or shell doesnt change the items value? [[User:Robje|Robje]] 17:11, 21 January 2008 (EST)&lt;br /&gt;
:The base value of a decoration is 10. A bone decoration would increase the value of an object by 1 x 10 = 10. Does that make sense? [[User:VengefulDonut|VengefulDonut]] 01:12, 22 January 2008 (EST)&lt;br /&gt;
:: Yes, it does. So the lead goblet example from the article worth 40☼ would be worth 50☼ with some bone decorations, right? It just adds the value of the decorations to the items value, it doesnt multiply anything. Think that should be added to this page? or the [[decoration]] page? [[User:Robje|Robje]] 11:38, 22 January 2008 (EST)&lt;br /&gt;
:::It wouldn't hurt to have it on both, as it's quite relevant to both articles. --[[User:N9103|Edward]] 20:44, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== plant 2, cloth 7(+20) clothes/shoes from cloth 10/15 (+40) ==&lt;br /&gt;
&lt;br /&gt;
'''Plants'''&amp;lt;br&amp;gt;&lt;br /&gt;
either&lt;br /&gt;
&lt;br /&gt;
pig tail 1 * plant 4  = 4 correct &amp;lt;br&amp;gt;&lt;br /&gt;
sun/prickle berry0.5 * plant4 = 2 correct&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
prickle berry1*plant 2= 2 correct &amp;lt;br&amp;gt;&lt;br /&gt;
pig tail2 * plant 2 =4 correct&lt;br /&gt;
&lt;br /&gt;
the first option doesn't hold true, since:&lt;br /&gt;
&lt;br /&gt;
pig tail 2 * thread6 = 12 correct&lt;br /&gt;
&lt;br /&gt;
Also, the raws give the value of pigtail as 2, no value for sun/prickel berry, thus 1&lt;br /&gt;
&lt;br /&gt;
'''Cloth'''&lt;br /&gt;
&lt;br /&gt;
pig tail2/silk2 * cloth7 would be 14, but is 34&lt;br /&gt;
&lt;br /&gt;
So I suspect ther's a general +20 on cloth, that would also explain the quality level-value increase (as above):&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76 = 4*2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62 = 3*2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48  = 2*2*7 +20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34 = 2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base value for clothes is probably tweaked too..&lt;br /&gt;
&lt;br /&gt;
(On a side note, shouldn't phantom spider silk be much more valuable?) --[[User:Koltom|Koltom]] 14:32, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: a first look into clothes/mittens/gloves/shoes/socks/gauntlets suggests a base 10 for clothes/mittens/gloves plus 40 if from cloth and a base 15 for shoes/socks/gauntlets (again +40 if from cloth).&lt;br /&gt;
&lt;br /&gt;
Prices fit perfectly if compared with leather and bone ware. --[[User:Koltom|Koltom]] 15:11, 24 February 2008 (EST)&lt;br /&gt;
:I suspect giant cave spider silk will mess this up.  [[User:VengefulDonut|VengefulDonut]] 16:46, 24 February 2008 (EST)&lt;br /&gt;
:: Go away ;P  No, yes, i already noticed, doesn't work with giant..but for the rest it's fine. And giant silk is messed up altogether, other than that its mighty valuable, the numbers don't fit at all. Have any thread at hand for comparison? --[[User:Koltom|Koltom]] 17:03, 24 February 2008 (EST)&lt;br /&gt;
::: I think the +20 comes from 10 x 2. The 2 is from the cloth value. [[User:VengefulDonut|VengefulDonut]] 17:09, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ha!Ha!Ha! Its so obvious! Took my record keeper just a second glance! The value for giant is multiplied by 10! dye and deco goes separate on top! --[[User:Koltom|Koltom]] 17:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bone value==&lt;br /&gt;
I recall reading somewhere, that dragon bone are far more valuable material than generic (i.e. turtle) bones. Can anyone verify? --[[User:Dorten|Dorten]] 04:32, 7 April 2008 (EDT)&lt;br /&gt;
:For all plant and animal products, the value is multiplied by the thing's modvalue. A dragon has a modvalue of 50. [[User:VengefulDonut|VengefulDonut]] 09:51, 7 April 2008 (EDT)&lt;br /&gt;
:They are indeed more valuable, and the same goes for leather and (as far as I can tell) shells.  It isn't reflected in the chart though [[User:LegacyCWAL|LegacyCWAL]] 16:02, 30 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Potential improvements==&lt;br /&gt;
Although most items have a value which equals shape * material, some items have an invariable, hardcoded value (including drinks, dyes, cheeses, flours, and many more). A separate table of these items and their values would be nice. Also, a list of items which never have quality.&lt;br /&gt;
&lt;br /&gt;
The value of Prepared meals needs some explanation. In short, the value of each ingredient is added to the value of the meal. An example:&lt;br /&gt;
&lt;br /&gt;
≡Dwarven wheat flour roast [33]≡&lt;br /&gt;
&lt;br /&gt;
This is a stack of 33 finely-prepared Dwarven wheat flour roast. The ingredients are exceptionally minced Plump helmet, well-minced deer meat, superiorly minced Quarry bush Leaves and minced Dwarven wheat flour.&lt;br /&gt;
&lt;br /&gt;
Total value: 3102☼&lt;br /&gt;
&lt;br /&gt;
10 (prepared meal)           * 3 (fine)        == 30&lt;br /&gt;
&lt;br /&gt;
2 (plant) * 2 (plump helmet) * 5 (exceptional) == 20&lt;br /&gt;
&lt;br /&gt;
2 (meat) * 1 (deer)          * 2 (well-made)   ==  4&lt;br /&gt;
&lt;br /&gt;
5 (quarry bush leaves)       * 4 (superior)    == 20&lt;br /&gt;
&lt;br /&gt;
20 (dwarven wheat flour)     * 1 (no label)    == 20&lt;br /&gt;
&lt;br /&gt;
Total: 94&lt;br /&gt;
&lt;br /&gt;
94 (value) * 33 (quantity) == 3102&lt;br /&gt;
&lt;br /&gt;
The meals are named after the last ingredient, and the quality modifier on the meals is the highest in the recipe.&lt;br /&gt;
&lt;br /&gt;
Finally, the formula given for the value of items made of cloth is slightly off. Things made of cloth have what amounts to a decoration made of the cloth material and a second (invisible) decoration made of the thread material. This really only makes a difference when your weaver is skilled enough to produce cloth with a quality. Example:&lt;br /&gt;
&lt;br /&gt;
+cave spider silk bag+&lt;br /&gt;
&lt;br /&gt;
This is a finely-crafted cave spider silk bag. It is made from well-woven cave spider silk cloth. The thread is superiorly-colored with Dimple dye.&lt;br /&gt;
&lt;br /&gt;
Total value: 200☼&lt;br /&gt;
&lt;br /&gt;
10 (bag) * 2 (cave spider silk) * 3 (fine) == 60&lt;br /&gt;
&lt;br /&gt;
10 (cloth) * 2 (cave spider silk) * 2 (well-made) == 40&lt;br /&gt;
&lt;br /&gt;
10 (thread) * 2 (cave spider silk) * 1 (no label) == 20&lt;br /&gt;
&lt;br /&gt;
10 (dyed) * 2 (Dimple dye) * 4 (superior) == 80&lt;br /&gt;
&lt;br /&gt;
Total: 200&lt;br /&gt;
&lt;br /&gt;
Since the item, cloth, and thread are always made of the same material, you can simplify a bit by factoring out, but I think this is what's going on. The only material that has a value other than 2 right now is giant cave spider silk, with a value of 20. Cloth has the invisible thread decoration, but (obviously) not the cloth decoration. I'm not certain whether or not thread ever has a quality, but I remember someone mentioning that it could on the forums. Further testing required; someone'll have to train up a legendary Thresher. --[[User:Hussell|Hussell]] 15:39, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Started a fortress{{version|0.27.176.38c}} with a proficient thresher, which is a high enough skill level to never produce no label quality items. Pig Tail thread produced by this dwarf still has a value of 12, so I conclude that thread never has quality. --[[User:Hussell|Hussell]] 10:35, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::After playing with the raws, the situation for cloth is even more complicated than I thought. There are two types of cloth: plant cloth, with a base value of 1, which gets multiplied by the value of the plant (2 for both pig tail and rope reed, but it could have been different), and silk, with a base value of 2, which gets multiplied by the value of the animal (1 for cave spiders and phantom spiders, 10 for giant cave spiders). So a giant cave spider silk bag is actually 10 (bag) * 2 (silk) * 10 (GCS) * clothier quality + 10 (cloth) * 2 (silk) * 10 (GCS) * weaver quality + 10 (thread) * 2 (silk) * 10 (GCS).&lt;br /&gt;
&lt;br /&gt;
::Also, sewn-image decorations get no bonus for the cloth or thread they're made of, just the fibre-type*fibre-source modifier. But they do get the dye bonus. Except on artifacts. And artifacts made of cloth don't use the same cloth/thread decoration system. Ugh. --[[User:Hussell|Hussell]] 12:18, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::This revelation doesn't affect what you said before. Whether the value of the cloth and thread comes from base value 1 and modvalue 2 or base value 2 and modvalue 1, the value x quality of the cloth and the value of the thread are both decorated onto the finished product.&lt;br /&gt;
:::What are some of the values/materials you've had for cloth artifacts? [[User:VengefulDonut|VengefulDonut]] 01:18, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wood and Stone Values==&lt;br /&gt;
&lt;br /&gt;
It seems that certain woods are more valuable than others; my woodcrafter made an exceptional larch crown and an exceptional cedar crown, neither have decorations, but the cedar crown was worth 95 while the larch was worth 85. Also, neither seems to fit with the values for wood anyway (10*1*5=50). Also, all logs and stones seem to be worth 3, not 1 or 2.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:36, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The logs and stones being worth 3 perfectly fits what's on the page.  Stones and Logs are worth 3 times whatever their material multiplier is, which is 1 for wood and common stone.  Hence logs and common stones wind up worth 3.  Flux stones, with their 2x multiplier, wind up being worth 6.  And so on.  As for your crowns, larch being worth less than cedar wouldn't give those kinds of numbers, the difference would be some multiple of 50, not the difference between 85 vs. 95.  Are you absolutely sure that you're reading it right and that there's no decorations, and that there's ''nothing'' else different ''at all'' between them? --[[User:LegacyCWAL|LegacyCWAL]] 17:27, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Are you looking at the item price instead of its base value?  Price is only important within the context of the [[dwarven economy]].--[[User:Maximus|Maximus]] 20:30, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Value? ==&lt;br /&gt;
&lt;br /&gt;
There doesn't seem to be anything in the article on the value of weapons like [[crossbow]]s and [[battle axe]]s.  [[User:Gairabad|Gairabad]] 22:00, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads-up, I (and everybody else, it seems =P) hadn't noticed that.  After some checking, it looks like the base value of all weapons and trap components is 10.  I have a couple more things I want to check just to be sure, but it looks like I'll be adding in a &amp;quot;10&amp;quot; on there pretty soon ;) [[User:LegacyCWAL|LegacyCWAL]] 21:28, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Simplifying materials table ==&lt;br /&gt;
&lt;br /&gt;
When I realized the animal modvalues weren't listed, I thought I should add them. After a very short time, I noticed the list of material values was getting rather long, to the point of being unreadable. So instead of putting the animal material values on this page, I put them on a separate page and linked to it. Having set this precedent, I thought the gem multipliers, ore multipliers, metal multipliers, economic stone multipliers, and plant multipliers could all be treated the same way. Doing this would make this page ''significantly'' shorter and more understandable.&lt;br /&gt;
&lt;br /&gt;
Clearly, I should have asked for input before going ahead and making the changes. For this, I apologize. I would like to ask for your opinions now, since I still think taking advantage of the lists of material multipliers on other pages is a good idea. I also added some details on several types of special decorations, and several much more detailed examples of how to compute item values, which I also think had some merit.&lt;br /&gt;
&lt;br /&gt;
My proposed changes: http://www.dwarffortresswiki.net/index.php?title=Item_value&amp;amp;oldid=39044&lt;br /&gt;
&lt;br /&gt;
Differences with current page: http://www.dwarffortresswiki.net/index.php?title=Item_value&amp;amp;diff=39690&amp;amp;oldid=39044&lt;br /&gt;
&lt;br /&gt;
--[[User:Hussell|Hussell]] 22:00, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I propose that rather than removing the material multipliers from the material multiplier section of the article, we split them into (collapsible?) tables organized by type of material. Possibly: '''stone''' (incl. ores), '''gems''', '''metal''', (plant products? animal products?), and a catch-all '''other'''. [[User:VengefulDonut|VengefulDonut]] 10:43, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: That seems like an excellent compromise to me. --[[User:Hussell|Hussell]] 12:45, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||Common [[Stone]], [[Bismuthinite]]&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Calcite]], [[Cassiterite]], [[Chalk]], [[Copper nuggets]], [[Dolomite]], [[Garnierite]], [[Limestone]], [[Malachite]], [[Marble]], [[Sphalerite]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Tetrahedrite]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Galena]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|8||[[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Horn silver]], [[Silver nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|40||[[Native aluminum]], [[Platinum nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]&lt;br /&gt;
|-&lt;br /&gt;
|3||[[Lay pewter]], [[Nickel silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|4||[[Trifle pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Bronze]], [[Fine pewter]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Iron]], [[Pig iron]], [[Silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Electrum]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Gold]], [[Steel]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Aluminum]], [[Platinum]]&lt;br /&gt;
|-&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:14, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Ore]]s and [[Stone]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|-&lt;br /&gt;
|x1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Non-economic stone]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Cassiterite]], [[Copper nuggets]], [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Tetrahedrite]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Galena]]&lt;br /&gt;
|-&lt;br /&gt;
|x8||[[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Horn silver]], [[Silver nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Native aluminum]], [[Platinum nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x250||[[Raw adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Gem]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Banded agate]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Lace agate]], [[Moss agate]], [[Plume agate]], [[Tube agate]], [[Bloodstone]], [[Carnelian]], [[Gray chalcedony]], [[White chalcedony]], [[Chrysocolla]], [[Chrysoprase]], [[Rock crystal]], [[Citrine]], [[Tiger iron]], [[Blue jade]], [[Lavender jade]], [[Pink jade]], [[White jade]], [[Brown jasper]], [[Yellow jasper]], [[Lapis lazuli]], [[Moonstone]], [[Morion]], [[Onyx]], [[Prase]], [[Pyrite]], [[Milk quartz]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Sunstone]], [[Tigereye]], [[Turquoise]], [[Variscite]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]&lt;br /&gt;
|-&lt;br /&gt;
|x15||[[Melanite]], [[Fire opal]], [[Jelly opal]], [[Pink tourmaline]], [[Red tourmaline]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Golden beryl]], [[Honey yellow beryl]], [[Red beryl]], [[Chrysoberyl]], [[Cat's eye]], [[Clear garnet]], [[Pink garnet]], [[Goshenite]], [[Cinnamon grossular]], [[Red grossular]], [[Yellow grossular]], [[Heliodor]], [[Green jade]], [[Kunzite]], [[Morganite]], [[Bandfire opal]], [[Claro opal]], [[Crystal opal]], [[Harlequin opal]], [[Levin opal]], [[Pinfire opal]], [[Precious fire opal]], [[Red flash opal]], [[White opal]], [[Peridot]], [[Black pyrope]], [[Red pyrope]], [[Rhodolite]], [[Rubicelle]], [[Violet spessartine]], [[Yellow spessartine]], [[Purple spinel]], [[Red spinel]], [[Tanzanite]], [[Topazolite]], [[Topaz]], [[Green tourmaline]], [[Black zircon]], [[Brown zircon]], [[Green zircon]], [[Red zircon]], [[Yellow zircon]]&lt;br /&gt;
|-&lt;br /&gt;
|x25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]&lt;br /&gt;
|-&lt;br /&gt;
|x60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Metal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Lay pewter]], [[Nickel silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Trifle pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Bronze]], [[Fine pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|x6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x7||[[Brass]]&lt;br /&gt;
|-&lt;br /&gt;
|x8||[[Sterling silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Iron]], [[Pig iron]], [[Silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x11||[[Black bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Electrum]]&lt;br /&gt;
|-&lt;br /&gt;
|x23||[[Rose gold]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Gold]], [[Steel]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Aluminum]], [[Platinum]]&lt;br /&gt;
|-&lt;br /&gt;
|x300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Animal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|-&lt;br /&gt;
|x1||[[Antman]], [[Batman]], [[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Cat]], [[Cave Swallowman]], [[Chimpanzee]], [[Cyclops]], [[Dark gnome]], [[Deer]], [[Dog]], [[Donkey]], [[Dwarf]], [[Elf]], [[Ettin]], [[Fox]], [[Frogman]], [[Gazelle]], [[Giant]], [[Goblin]], [[Gorilla]], [[Gray gibbon]], [[Gremlin]], [[Groundhog]], [[Harpy]], [[Hoary marmot]], [[Horse]], [[Human]], [[Kobold]], [[Lizardman]], [[Mandrill]], [[Minotaur]], [[Mountain gnome]], [[Mountain goat]], [[Mule]], [[Olmman]], [[Orangutan]], [[Phantom spider]], [[Pileated gibbon]], [[Raccoon]], [[Ratman]], [[Rhesus macaque]], [[Siamang]], [[Silvery gibbon]], [[Snakeman]], [[Titan]], [[Troglodyte]], [[White-browed gibbon]], [[White-handed gibbon]], [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Beak dog]], [[Cow]], [[Elk]], [[Foul blendec]], [[Giant mole]], [[Giant rat]], [[Ice wolf]], [[Large rat]], [[Muskox]], [[Naked mole dog]], [[One-humped camel]], [[Satyr]], [[Two-humped camel]], [[Warthog]], [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||All large oceanic creatures ([[Walrus]], [[Whale]], sharks, oceanic fish), [[Black bear]], [[Carp]], [[Cheetah]], [[Cougar]], [[Elephant]], [[Giant cheetah]], [[Giant jaguar]], [[Giant leopard]], [[Giant lion]], [[Giant tiger]], [[Grizzly bear]], [[Hippo]], [[Jaguar]], [[Leechman]], [[Leopard]], [[Lion]], [[Longnose gar]], [[Pike]], [[Polar bear]], [[Sea monster]], [[Sea serpent]], [[Slugman]], [[Snailman]], [[Strangler]], [[Tiger]], [[Tigerfish]], [[Tigerman]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Alligator]], [[Nightwing]], [[Saltwater crocodile]], [[Werewolf]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Cave crocodile]], [[Giant bat]], [[Giant cave swallow]], [[Giant eagle]], [[Giant olm]], [[Giant toad]], [[Purring maggot]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Blizzard man]], [[Fire imp]], [[Giant cave spider]], [[Giant desert scorpion]], [[Ogre]], [[Sasquatch]], [[Troll]], [[Unicorn]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Frog demon]], [[Tentacle demon]]&lt;br /&gt;
|-&lt;br /&gt;
|x50||[[Demon]], [[Dragon]], [[Hydra]], [[Merperson]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Plant]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|-&lt;br /&gt;
|x1||[[Hide root]], [[Muck root]], [[Prickle berry]], [[Rat weed]], [[Sliver barb]], [[Sun berry]], [[Whip vine]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Blade weed]], [[Bloated tuber]], [[Cave wheat]], [[Dimple cup]], [[Fisher berry]], [[Longland grass]], [[Pig tail]], [[Plump helmet]], [[Quarry bush]], [[Rope reed]], [[Sweet pod]], [[Wild strawberry]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Kobold bulb]], [[Valley herb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=width:80%&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|-&lt;br /&gt;
|x1||[[Ash]], [[Thread|Plant thread]], [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Charcoal]], [[Coke]], [[Green glass]], [[Thread|Silk thread]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Potash]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Clear glass]], [[Soap]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Crystal glass]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[User:Hussell|Hussell]] 13:32, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I moved in the tables, but I think &amp;quot;stones and ores&amp;quot; is redundant since ores are a class of stones. Also &amp;quot;non-economic stones&amp;quot; doesn't really make a category split. It has not always been the case that only economic stones have value not equal to one, and it once again might not be in the future. These nice tables. The gems especially must have taken a lot of work. [[User:VengefulDonut|VengefulDonut]] 21:26, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
===Subsection1===&lt;br /&gt;
&lt;br /&gt;
::Thanks. I have no problem with putting the ores, economic stones, and common stone in the same table. I originally split them up only because the lists of material multipliers were on three different pages. I do have a couple of other concerns, though. I see you added leather and bone to the miscellaneous table. I'm not sure they belong there. Also, I think we need some clear examples showing how to compute the value of a few of the more complicated items, especially prepared meals, items made from dyed cloth, and decorations (including sewn dyed-cloth decorations). Maybe soap, too, just for laughs. Lastly, I went through the stockpile menu and found some things we're missing: lye, ballista arrow heads, and animal traps. Lye seems to be a no-material, no-quality item of value 5. (You can find it in the food stockpile menu, along with almost all of the other no-material no-quality items.) I know animal traps and ballista arrow heads both have quality and material, but I don't have a fortress advanced enough to produce any just now. I think animal traps have a base value of 10, but I'm not sure, and I really have no idea how valuable ballista arrow heads are. (Does anyone actually use ballista arrowheads?) Let me know what you think. [[User:Hussell|Hussell]] 23:10, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Where do you think leather and bone should go? The values in the animal table are a different breed of animal. I agree with you on the other counts; especially detailed examples. Do you know how to calc prepared meals and sewn dyed decorations? Soap calculations are imperative, on the off chance some utility can get soap included as an artifact ingredient :). I will keep an eye out for the values we are missing. They are ''probably'' both 10.  [[User:VengefulDonut|VengefulDonut]] 00:05, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't think leather and bone should be considered materials at all. I'm not even sure plant thread should be considered a material. It's easier to think of all animal products as being made out of an animal material, with silk and soap as special cases. We could insert the explanation from the top of [[Modvalue]] if you think it would help. Either that, or we'll have to list all animal products as materials. I know how to calculate the value of prepared meals. See [[Talk:Item_value#Potential_improvements]]. I'm a little unclear on dyed decorations, and dye in general. I need to mod the values of some dyes and plant values to see if the value of dye decorations is based on the value of the dye, or on the value of a decoration times the plant value. I'll get back to you with the results of my tests. [[User:Hussell|Hussell]] 13:08, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think it would be simpler to use the table to keep bone, leather, etc. on there, just with a note mentioning the effect of mod value.  This is because you don't turn animals or plants directly into the end product, but have to go through intermediate steps to get there.  For example, your leatherworker doesn't drag a cow to the leatherworking shop and turn it into a cow leather bag, what he does is go to the leather stockpile and take a piece of leather to use.  There's also the fact that not all leather, cloth, or silk comes from animals you slaughter/butcher: it's hard to think of a carp leather buckler as a carp product when you bought the leather from a caravan.  [[User:LegacyCWAL|LegacyCWAL]] 14:24, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Carp leather (15) = 5 (leather, from table 1.2) * 3 (carp, from animal materials table). The question is whether or not to have leather as a x1 material multiplier in the miscellaneous materials table as well as being a base item type in table 1.2. Apologies if you already understood this and I misunderstood what you wrote. With leather in both tables, it would be impossible to tell whether the base item has value 1 and the multiplier is x5, or whether the base item has value 5 and the multiplier is x1. For simplicity's sake, I argue that it should only appear in the base item type table.&lt;br /&gt;
&lt;br /&gt;
:::::Ah, I see.  I thought you meant to remove that stuff from the page altogether.  I still think it should be left in though, since tanned hides are still an actual item, and not just an ingredient.  Same goes for bones and whatnot.  Plant thread, like silk, can be dyed, which is an arguement for keeping thread as its own item.  Further still, if things like hides and thread are removed under the logic that they're just &amp;quot;animal products&amp;quot;, then a ''lot'' of other things should be removed as well, such as milk, many extracts, and even booze (though plants having booze values different from their &amp;quot;normal&amp;quot; values would complicate things in the plants section).[[User:LegacyCWAL|LegacyCWAL]] 15:41, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::I think we're violently agreeing here. All these things are in the base item tables, and no-one is suggesting they be removed from there. [[User:Hussell|Hussell]] 17:34, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Subsection1.1 ====&lt;br /&gt;
:Listing leather as a material is more transparent. With silk as a guide, we can say the multiplier of leather could just as easily have been 2 or 5 rather than 1. I agree that listing leather as both a base object and a material may elicit some confusion, but this is nothing that the behavior of stone (resp. metal) doesn't already cause. [[User:VengefulDonut|VengefulDonut]] 10:31, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's a slippery slope. There would have to be materials for all the other animal products too. Ignoring the stuff you can't make anything out of, like corpses and chunks, there are, at a minimum: fish (for raw fish, prepared fish, and prepared meals), fat (for fat, tallow, soap, and prepared meals), bone (for bones, decorations, bolts, armor, etc.), skulls (for skulls and skull totems), shell (for decorations, armor, crafts), leather (for lots of things), and silk (ditto) and meat (for meat and prepared meals). I would rather have only silk and soap on the list, but if you insist on putting more on, you should put them all on. I think having silk and soap as the only two exceptions to the rule that items have no more than one material multiplier is less confusing and more transparent than adding a bunch of entries to the table and making the calculation of item values more complicated than it has to be. [[User:Hussell|Hussell]] 00:25, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think your decision is (in general) the correct one. If we knew less about the underlying mechanics I would wholeheartedly support it. However, because of soap and silk, we do know that there is another multiplier (of 1) acting there. I think it is wrong to list misinformation just because it is convenient and gives consistent results. It's like the difference between teaching mathematics by explaining the underlying structure or just 'teaching' mathematics by providing a list of steps that need to be followed to reach the correct answer. [[User:VengefulDonut|VengefulDonut]] 02:16, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::However, I think silk and soap might be exceptions in the code, too. Unlike all the other material multipliers listed, we cannot verify the existence of the ones you want to include, because 1. they have no effect on value, if they exist, and 2. we can't mod their values to give them an effect. I also think it's wrong to list misinformation. I just think it's you who's doing it. :-) [[User:Hussell|Hussell]] 11:50, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ah, I was under the impression our disagreement stemmed from something different.&lt;br /&gt;
:::Ok, I'm going to try to convince of my view of the structure. If I can do that (or if you can push yours), then that will settle it.&lt;br /&gt;
:::We know that before settings started moving into the raw files, all of the material multipliers were hard coded, and those that aren't in the raws (yet?) still are. We also know that things with a raw data entry but no specified value (like most stone) default to 1.&lt;br /&gt;
:::Let's assume that one of our two schema would be implemented if (when?) silk and soap values stop being hard coded and move into the raws. By your view (if I understand it correctly), silk and soap would be the only two animal products that can have entries. By my view, any might have a value entry, and any without one would default to 1. This is consistent with how stones behave. [[User:VengefulDonut|VengefulDonut]] 14:46, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::No, I view animal products as already having a value in the raws: the animal modvalue. I believe silk and soap (if soap is, in fact, a block, and not a separate base item with value 25) are exceptions in that they have an '''extra''' multiplier. This is consistent with the way stone products behave: stones, and everything made from stones, get a material multiplier from a particular type of stone. Animals, and everything made from animals, get a material multiplier from a particular type of animal. [[User:Hussell|Hussell]] 15:52, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you could have it any way you wanted, how would you handle putting silk into the raws? [[User:VengefulDonut|VengefulDonut]] 19:35, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I think I would remove the hardcoded x2 multiplier for silk, and double the modvalue of cave spiders and phantom spiders (from 1 to 2). GCS silk would have half the value it has now, but the whole system would be simpler and more consistent. [[User:Hussell|Hussell]] 12:52, 14 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Hmm. Ok, let's do it your way. I strongly suspect it will change in the near future, but I think this is the best fit right now. [[User:VengefulDonut|VengefulDonut]] 09:15, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::In other news, I've confirmed that animal traps have a base value of 10. No news yet on ballista arrowheads. I think animal traps and cages should be added to the base items with material and quality table, since they end up in their own stockpile, not with furniture as you might suppose. Also: this talk page is getting too long. I suggest removing the draft versions of the material tables. [[User:Hussell|Hussell]] 00:34, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ballista arrowheads have a base value of 10. They're considered furniture, so I'm leaving the table alone. Note: assembling a non-wooden ballista arrow uses a log and an arrowhead, and gives you a ballista arrow made from metal. E.g., a +Steel ballista arrow+ is worth 1800, which is what you'd expect (20 * 30 * 3). [[User:Hussell|Hussell]] 23:08, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
===Subsection2===&lt;br /&gt;
&lt;br /&gt;
::Testing{{version|0.28.181.40d}} reveals that dye value comes from the value of the dye, not the value of a decoration multiplied by the plant material. The following is a real example:&lt;br /&gt;
::+«+Pig tail shoe+»+&lt;br /&gt;
::This is a finely-crafted Pig tail shoe. It is made from well-crafted Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye. On the item is a finely-designed image of squares in Pig tail by Urvad Zonilash. It is made from superior quality Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye.&lt;br /&gt;
::{|&lt;br /&gt;
|-&lt;br /&gt;
!Base item&lt;br /&gt;
!Material&lt;br /&gt;
!Quality&lt;br /&gt;
!Subtotal&lt;br /&gt;
|-&lt;br /&gt;
|15 (shoe)||x2 (pig tail)||x3 (fine quality)||= 90&lt;br /&gt;
|-&lt;br /&gt;
|10 (cloth decoration)||x2 (pig tail)||x2 (well-crafted quality)||= 40&lt;br /&gt;
|-&lt;br /&gt;
|10 (thread decoration)||x2 (pig tail)||||= 20&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|10 (image decoration)||x2 (pig tail)||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|}&lt;br /&gt;
::'''Total:''' 330&lt;br /&gt;
::Note that the cloth used to make the sewn image decoration does '''not''' contribute to the value, despite its material and quality being in the description. [[User:Hussell|Hussell]] 20:51, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Interesting. If the thread used to decorate an object isn't dyed, does the &amp;quot;cloth&amp;quot; object still disappear? [[User:VengefulDonut|VengefulDonut]] 10:31, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes. So I guess you should use all that no-quality cloth the traders bring to decorate bags, and only use your own quality cloth to make bags. [[User:Hussell|Hussell]] 11:16, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incorrect Information on Engravings ==&lt;br /&gt;
&lt;br /&gt;
This article mentions that engravings add the base value for decoration (10) with the standard material modifications.  However, I have not found this to be true.  I ran a test for my ice fort (see notes in glacier:talk) to see what the value of ice engravings were.  First I smoothed three sections of regular rock (value 1), then engraved them, then smoothed 3 sections of Obsidian (value 3), and then engraved them.  The results were identical for both types of stone (each smoothing added 4 to the value and each engraving added 10 - all were base quality).  Interestingly enough, the ice smoothings were worth 8 and the ice engravings 10.  Can anyone else verify this (don't worry about the ice part, unless you want to)?  --[[User:Frewfrux|Frewfrux]] 06:21, 5 December 2009 (UTC)&lt;br /&gt;
:I'm not sure about fortress wealth, but engravings in more valuable stone definitely contribute more to room value/quality.  I have a lot of grand 1x3 bedrooms in flux layers without really trying, and I have satisfied many nobles' requirements with otherwise modest rooms in valuable (iron or better) ore veins.  --[[User:LaVacaMorada|LaVacaMorada]] 07:20, 5 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stories/The_origin_of_goblin_thieves&amp;diff=59232</id>
		<title>40d:Stories/The origin of goblin thieves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stories/The_origin_of_goblin_thieves&amp;diff=59232"/>
		<updated>2009-12-05T00:57:47Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Created page with '{{D for Dwarf}}  There was a time when goblins sought only to plunder dwarves for their wealth, much like kobolds did (although less stealthily).  During this e…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
There was a time when [[goblin]]s sought only to plunder [[dwarf|dwarves]] for their wealth, much like [[kobold]]s did (although less stealthily).  During this era, a number of dwarves constructed an outpost.  As the saying went, these dwarves disliked sunlight, but loved [[alcohol|sunshine]].  They created a tunnel leading out of their fortress and walled off a small area to grow [[sun berry|sun berries]].  Not wanting to haul large quantities of [[stone]] from deep within the mountain, they built the walls out of various materials that they had on hand.&lt;br /&gt;
&lt;br /&gt;
It was not long before some goblins took an interest in this outpost.  They sent a raiding party to plunder it.  Being slightly more intelligent than the average goblin, these goblins realized that the main entrance was heavily defended and decided to enter through the sun berry farm.  If they could breach the walls, they would be able to bypass most of the outpost's defenses.  The goblins tried to find a weak point in the walls.&lt;br /&gt;
&lt;br /&gt;
First, they found a section of wall made from [[soap]].  Surely, they thought, their band of swordsmasters could make short work of a soap wall.  They attacked it for days, to no avail.  They even brought in some [[troll]]s which had broken down many a [[door]] with ease, but they still could not destroy the wall.&lt;br /&gt;
&lt;br /&gt;
Next, they found a section of wall made from [[Rock salt|salt]].  Clearly, such a wall would easily crumble if struck by a [[catapult]].  They set one up and started firing.  The stones shattered harmlessly against the wall.  The goblins decided to wait for [[rain]] to wash away the wall.  In a few days, a torrential rain came and went, leaving some drenched goblins and an intact wall.&lt;br /&gt;
&lt;br /&gt;
Finally, they found a section of wall made from [[ice]].  They decided to wait for [[summer]] so that the wall would melt on its own.  Summer came, and the wall stood.  Frustrated, the goblins decided to start a [[fire]] and watch from a safe distance.  The fire raged and devoured all of the [[grass]] in the area, but the wall stood.&lt;br /&gt;
&lt;br /&gt;
Frustrated, the goblins went home.  In the years that followed, they assembled an army, determined to take the dwarven outpost by force.  The dwarves also went about their business, building up the outpost into a massive [[fortress]].  The dwarven population grew so much that they no longer had enough sun berries to provide [[alcohol]] for the whole fortress.  They had to expand the sun berry farm.  Around the original farm, the dwarves walled off a larger area.  They completed this wall just as the goblin army appeared on the horizon.  Hastily, the masons ran for the safety of the fortress.&lt;br /&gt;
&lt;br /&gt;
The goblins arrived and saw what was happening at the sun berry farm.  Behind the new, outer wall, they saw a number of creatures closely resembling dwarves, but even smaller.  These strange creatures were, with little effort, dismantling the wall against which the goblin army, many years ago, had struggled fruitlessly for months.&lt;br /&gt;
&lt;br /&gt;
The goblins - having never seen a dwarven [[child]] before - were astounded.  They were convinced that they had just witnessed the testing of the dwarves' new ultimate weapon.  From that day forward, the goblins decided that they would no longer attempt to plunder the worthless trinkets that the dwarves kept in their stockpiles, but would instead advance their own military might by stealing as many of these superweapons as possible.&lt;br /&gt;
&lt;br /&gt;
Ever since that day, goblin [[thief|thieves]] have been attempting to do just that.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crossbow&amp;diff=59180</id>
		<title>40d:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crossbow&amp;diff=59180"/>
		<updated>2009-12-03T08:49:03Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Crossbow usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article also covers '''bolts''' and '''quivers''' for completeness' sake.)''&lt;br /&gt;
&lt;br /&gt;
'''Crossbows''' are the only ranged [[weapon]] that [[dwarves]] can carry.  A dwarf will open fire at a range of about 20 tiles, but the bolts may travel further and hit something by accident.  Crossbows can fire at targets on higher or lower [[z-level]]s; doing so hurts the range slightly, even when firing from higher to lower levels.  There seems to be a &amp;quot;line of sight&amp;quot; rule, of about a 1:1 ratio (height difference to distance from edge of level) but the exact formula is not known.&lt;br /&gt;
&lt;br /&gt;
A [[#Bolts|bolt]] does a fine job at [[piercing]] the internal organs of a [[creature]] while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]] or [[undead]], but excellent against creatures with more &amp;quot;normal&amp;quot; internal anatomy.  Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
==Crossbow usage==&lt;br /&gt;
Once you tell a dwarf to use a crossbow (either from the {{k|m}}ilitary/{{k|w}}eapons sub-menu, or by {{k|v}}iewing the dwarf and accessing the {{k|s}}oldiering sub-menu), he will pick it up if he has either the [[ambusher|hunting]] [[skill]] enabled or if he is in the [[military]]. He will then pick up a [[#Quiver|quiver]] and [[#Bolt|bolts]], preferring [[metal]] bolts if available. A dwarf can carry one stack of bolts in his hands, and one in his quiver.&lt;br /&gt;
&lt;br /&gt;
When in range [[dwarves]] use crossbows to fire [[#Bolt|bolts]]. If they are engaged in melee they will use the crossbow as a club, using their [[hammerdwarf]] skill.&lt;br /&gt;
&lt;br /&gt;
Dwarves often do not return to base and pick up more bolts if they run out if there are enemies nearby; instead, they will enter melee.&lt;br /&gt;
&lt;br /&gt;
==Construction and quality==&lt;br /&gt;
Crossbows can be constructed from [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are created at a [[bowyer's workshop]]; metal ones at a [[metalsmith's forge]] using the [[crossbow-making]] or [[weaponsmith|weaponsmithing]] skills, respectively.&lt;br /&gt;
&lt;br /&gt;
The [[quality]] of a crossbow is added to the [[marksdwarf]]/[[ambusher]] and [[hammerdwarf]] skills.  The [[material]] used in construction of a crossbow does not affect the damage done when firing, but does affect the damage done when it is used as a melee weapon.&lt;br /&gt;
&lt;br /&gt;
==Related information==&lt;br /&gt;
===Bolt===&lt;br /&gt;
'''Bolts''' are used by crossbows and [[Weapon_trap#Weapon_Trap|crossbow traps]]. Making bolts from [[wood]] or [[metal]] gives a [[stack]] of 25 bolts, whilst making them from a stack of [[bone|bones]] gives a stack of {5 x number of bones}.&lt;br /&gt;
&lt;br /&gt;
Metal bolts are created at the [[metalsmith's forge]] and require the [[weaponsmith]] labour enabled.  Wood and bone bolts are created at the [[craftsdwarf's workshop]] and require [[woodcrafting]] and [[bone carving]] labours, respectively. Higher levels of [[skill]] will tend to produce higher [[quality]] bolts.  The [[material]] and quality{{verify}} of the bolts (not the crossbow) affects the amount of [[Weapon#Material damage modifiers|damage]] done.&lt;br /&gt;
&lt;br /&gt;
If you [[decorate]] a stack of bolts, the same decoration will be applied to every bolt in the stack simultaneously.  In older versions this allowed to generate stacks of huge value - value of decoration was multiplied by amount of bolts in the stack. This has been fixed now and decorated bolts are no longer that valuable.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], bolts can also be thrown for about the same results as firing them, except that it uses the [[thrower]] skill.&lt;br /&gt;
&lt;br /&gt;
===Quiver===&lt;br /&gt;
A '''Quiver''' is an item used to store [[bolt]]s or [[arrow]]s. It is worn on the body, like a [[backpack]].&lt;br /&gt;
&lt;br /&gt;
Quivers are made of [[leather]] at a [[leatherworks]]. Dwarves equipped with a crossbow will automatically wear quivers if they are available, and carry a stack of bolts in it. This allows a dwarf to carry one extra stack of bolts, typically [[bone]] or [[wood]] training bolts in the hand, and [[metal]] ones in the quiver. &lt;br /&gt;
&lt;br /&gt;
Invaders, merchants, and migrants often have [[silk]] and [[cloth]] quivers, even though you can't make them yourself. &lt;br /&gt;
&lt;br /&gt;
In adventure mode, a quiver can hold any number of arrows and bolts. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Marksdwarf]]&lt;br /&gt;
*[[Ambusher]]&lt;br /&gt;
*[[Archery target]]&lt;br /&gt;
*[[Bowyer]]&lt;br /&gt;
*[[Crossbow-making]]&lt;br /&gt;
*[[Bow]]&lt;br /&gt;
*[[Equipment and encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]][[Category:Military]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=58769</id>
		<title>40d Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=58769"/>
		<updated>2009-11-27T21:48:54Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Cave spider spawning */&lt;/p&gt;
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&lt;div&gt;==Dumping / Chasm-ing==&lt;br /&gt;
I removed the &amp;quot;this is for use on the lowest level of the Chasm&amp;quot; part of the article, because it doesn't seem to be the case. You can set a dump zone over the side of a tower 20 z-levels high and still have the crap land in the chasm, and I don't see why the collapse trick wouldn't work at all levels as well. --[[User:Tallyho|Tallyho]] 07:24, 5 May 2008 (EDT)&lt;br /&gt;
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==Pit Chasm==&lt;br /&gt;
I've had a chasm in a mountainous area near a volcano which was in fact cylindrical, not shaped like a river at all. It was basically a bore of empty space all the way to the bottom-most level, which consisted of the # chasm squares. In that respect, it looked much like a volcano bore but generally a bit smaller. There were variations in width on different levels of it as well. This led to open cave floor around it on some levels where troglodytes, iron men, giant cave swallows, and caveswallowmen frolicked about. --[[User:Janus|Janus]] 08:25, 1 November 2007 (EDT)&lt;br /&gt;
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:Huh, how about that.  They're certainly more interesting than they used to be.--[[User:Draco18s|Draco18s]] 14:54, 1 November 2007 (EDT)&lt;br /&gt;
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:Interesting. Sounds like a magma vent minus the magma. I have a game going in a grassland a few region squares away from a volcano. When I first started the game, I got a message that part of the cavern had collapsed and it zoomed to the magma vent. The vent itself was as you describe--a roughly cylindrical sinkhole of varying widths that went all the way to the bottom. Only in my case, it was full of magma up to the surface, and at lower depths, fire imps, magma men and fire snakes could be seen (Apparently, magma is transparent.) Maybe the game treats magma vents as localized chasms full of magma? --[[User:RedKing|RedKing]] 16:43, 3 November 2007 (EDT)&lt;br /&gt;
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:: That's probably how it was formed, using the same algorithm as a magma vent, but it does appear to be intentional. Perhaps it is indeed meant to be a dead magma vent. That same map has the main volcano magma vent a short distance away. The magma vent was of course shown on the local map when choosing the map location, but the circular chasm was not.&lt;br /&gt;
::As for the collapse message when starting on a map with a magma vent, that appears to be due to a bug where a body of water is generated in the middle of it. This water instantly creates a solid block of obsidian with no support, which then collapses. Magma is semi-liquid, and fireproof monsters like those you mention will swim freely through it. --[[User:Janus|Janus]] 17:06, 3 November 2007 (EDT)&lt;br /&gt;
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Actually there are two variants of the chasm, a chasm vent/pit and a chasm/river star like chasm (encountered this one twice, and it really fucked up the level). Perhaps we should works this into the article. Perhaps we should ad screenshots. I sadly have no save with the star river like chasm anymore (abandoned those). --[[User:Soyweiser|Soyweiser]] 18:45, 7 November 2007 (EST)&lt;br /&gt;
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I'm playing a fortress right now with the same type of &amp;quot;pit&amp;quot; chasm.  I'll see if I can get a shot of it to add to the page. --[[User:Sk128234|Sk128234]] 19:08, 7 November 2007 (EST)&lt;br /&gt;
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==Surface / embark map view ==&lt;br /&gt;
Are the surface chasms visible from the map when selecting the site? It would be great to get a screenshot of that for the page to look similarly to the volcano page. --[[User:JPolito|JPolito]] 02:26, 18 November 2007 (EST)&lt;br /&gt;
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:They're not visible until you actually embark.  Same thing for kobold caves.  However, if they reach the surface at all, you can see every single tile they contain right away.--[[User:Maximus|Maximus]] 15:05, 19 November 2007 (EST)&lt;br /&gt;
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==Cliff as indicator==&lt;br /&gt;
I don't think that chasms are the only things that can produce 20+ cliffs. I have a fortress now that is right on the edge of a massive cliff.--[[User:Zonhin|Zonhin]] 19:39, 18 December 2007 (EST)&lt;br /&gt;
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: They aren't.  Those cliffs appear rather often around true volcanoes and mountain peaks.  Chasms just happen to be VERY common in mountain region tiles at embark, as much so as small brooks/rivers in certain other regions.&lt;br /&gt;
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==Tributary chasm==&lt;br /&gt;
I have a pretty oddly shaped chasm, or at least i think i do.  It starts from the corner of the map in a river like shape, then it splits off into 5 smaller 'fingers.'  I've mined alot of the rock around it; it has a wide assortment of metals, gems, and stone i havent seen anywhere else on the map.--[[User:Hiho216|Hiho216]] 00:58, 23 January 2008 (EST)&lt;br /&gt;
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:Apparently, you have a chasm that got the same code as a river source/delta, as that creates the same sort of 'fingers.'--[[User:Alfador|Alfador]] 11:34, 23 January 2008 (EST)&lt;br /&gt;
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==Cave spider spawning==&lt;br /&gt;
The article says that cave spiders &amp;quot;Often cave spiders are present near chasms&amp;quot;. Shouldn't it be &amp;quot;Cave spiders spawn periodically near chasms&amp;quot;? I haven't seen chasm without those awesome little silk spawners. --[[User:Someone-else|Someone-else]] 08:09, 22 April 2008 (EDT)&lt;br /&gt;
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I have a pic of the end of a chasm here: http://img168.imageshack.us/img168/8286/chasmendfl7.png&lt;br /&gt;
Not sure if it's notable... [[User:QMarx|QMarx]] 23:59, 26 April 2008 (EDT)&lt;br /&gt;
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:My current map has a chasm without any spawning spiders.  I’ve been playing it for about three or four years (game time, of course) and have not seen any at all.  I wonder if it has anything to do with whether the chasm breaks the surface or not?  (Mine’s completely enclosed.)  My biome is pretty standard, so I don’t think that’s what prevent them from spawning. --[[User:Frewfrux|Frewfrux]] 20:27, 27 November 2009 (UTC)&lt;br /&gt;
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::One of my fortresses has a chasm with no cave spiders.  I think it's just random whether a particular chasm contains cave spiders or not.  If you export the &amp;quot;world-sites-and-pops&amp;quot; file, it doesn't show chasms, but it does show caves (which supposedly contain the same creatures as chasms), and some have lots of cave spiders while others have none at all.  --[[User:LaVacaMorada|LaVacaMorada]] 21:48, 27 November 2009 (UTC)&lt;br /&gt;
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== Baddies ==&lt;br /&gt;
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Do chasms spawn hostile creatures like ratmen, or do they just start there?  [[User:Gairabad|Gairabad]] 00:00, 15 December 2008 (EST)&lt;br /&gt;
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:Sadly, UG/chasm/magma no longer spawns anything. Kill it, and it is gone for good. --[[User:Savok|Savok]] 10:05, 15 December 2008 (EST)&lt;br /&gt;
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::Any chance of re-introducing spawning?  A init option enabling it would be sweet! --[[User:Kwieland|Kwieland]] 14:04, 3 March 2009 (EST)&lt;br /&gt;
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== Chasm of Death ==&lt;br /&gt;
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There's no mention of this in the article so I feel compelled to inquire as to what people's experiences of chasms in adventure mode have been.&lt;br /&gt;
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When 'venturing about one of my fallen fortresses I was attacked by a hoard of troglodytes, approximately 15 brutally violated me within the corridors of my fortress as my noble warrior collapsed due to over-exertion after blocking countless attacks and was promptly strangled to death. Thinking this a mere quirk of the wonderful world of DF I returned to the fortress with a different character, much stronger this time, expecting to be able to have a proper look around. I was sadly mistaken. I was first attacked by a giant eagle, after a few fortunate strikes I had claimed the upper hand and was preparing to deal the killing blow when a wave of those cursed troglodytes clambered up the mountainside. Well taught by the experience of that unfortunate past warrior, abandoning my prey, I fled. Well, I did for a few moments before turning to see the troglodyte hoard attacking the giant eagle, I must say, I felt a deep sense of pity for the poor beast as the monsters went about their brutal practice of trying to break every bone in its body. &lt;br /&gt;
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With a cry I charged at the mass of assailants and began to cleave them apart, blood spat forth endlessly from the mound of creatures before me as I hacked and slashed, coating the mountainside in crimson. Unfortunately the eagle was torn apart before I could give it a slightly more honourable death (slightly being the key word here) and I found myself surrounded by limbs, corpses and blood. The slaughter of the troglodytes was not to be the first however as each time I return to that cursed place more and more crawl forth from the chasm.  They attack all in their path, be they goat or giant eagle and as such the slope of the mountain is stained with the blood of perhaps hundreds and the bones of the countless fallen litter the earth. It seems the troglodytes are without number.&lt;br /&gt;
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Perhaps this was a curious enigma in the world, a strange chasm of frenzied and blood thirsty troglodytes, so I thought until I came upon an inhabited fortress deep in the mountains nearby. Upon arriving I heard the cries of a child set upon by vicious bat-men, by the time I found the infant I was too late, only a bruised and battered corpse remained. Upon this visit there was little more of importance which came to pass, I was in fact not even aware that there was a chasm in the vicinity until my second visit. As soon as I neared the fortress the stench of death was thick in the air, rat-men, troglodytes and bat-men were mobbing and slaughtering soldiers, fish-cleaners and dyers indiscriminately. I ran to the aid of the assailed but for many I was too late, after what seemed like an age of combat all was quiet and the ground was littered with limbs and corpses and, of course, stained with blood. As I looked upon the all-to-familiar scene of destruction a terrible thought suddenly struck me, perhaps there was a chasm here. From my experience I presumed that it would probably be upon the side of a mountain and so to the East I ran, clambering up the slopes, and as I did so I heard a cry. A swordsman, perhaps with the same idea as I had come upon the chasm and was being attacked by numerous assailants, including a gremlin and several rat-men. Tragically, as I neared his location he bled to death (I don't quite know what cut him, perhaps a large rat entered the battle at some point), I found his corpse high atop a pile of the bodies of those he had slain in his battle-frenzy.&lt;br /&gt;
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And then, I saw it, the chasm, a damned pit of suffering and torment. No sooner had I sighted it than I was attacked by a number of bat-men. As I fought more and more emerged from the chasm but they all met the same bloody end, my time spent fighting hoards of vicious troglodytes had sharpened my skill in combat and once the stream of foes ended I emerged tired, but unwounded. &lt;br /&gt;
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To conclude, chasms may be useful waste-disposal areas in fortress, but in adventure they are terrible places of endless slaughter where blood flows unceasingly. Have others had similar experiences? If so I'll add a section (with a little less story-telling) to warn people of the dangers of these cursed pits. --[[User:Deja Mort|Deja Mort]] 17:25, 8 February 2009 (EST)&lt;br /&gt;
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Uncommon? They're all over the place in mountain biomes, in my experience. [[User:InsanityPrelude|InsanityPrelude]] 13:32, 6 April 2009 (UTC)&lt;br /&gt;
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----&lt;br /&gt;
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Y'mean the chasms? Perhaps I've been spending too much time frolicking with wolves in the woods.&lt;br /&gt;
Admittedly they are pretty prevalent in fortress mode but tend to be tucked away, at least in my fortresses. Maybe I just haven't been looking hard enough on my adventures or the majority of the citizens of chasms are friendlier folk who don't pick fights quite as often. --[[User:Deja Mort|Deja Mort]] 21:32, 11 April 2009 (UTC)&lt;br /&gt;
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== To find a chasm ==&lt;br /&gt;
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Once I looked at my stocks screen to find a bunch of naked mole dog/olmman corpses on the list.  I didn't recall anything dying recently, so I zoomed to it and found it pointing deep underground.  I never actually got the chance to dig it up and see, but it didn't take me long to figure out what was going on.  Anyway, that's just something to look out for, if you're in the market for a chasm, or just don't want any nasty surprises.  --[[User:Smartmo|Smartmo]] 01:12, 15 May 2009 (UTC)&lt;br /&gt;
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Also, I found that if you have lots of red [[silk|cave spider silk thread]] on your stocks screen, zoom to one, and then dig to there. Chasm! --[[User:Bombcar|Bombcar]] 06:17, 27 November 2009 (UTC)&lt;br /&gt;
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== Cave spiders= Chasm ==&lt;br /&gt;
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I was digging a corridor right under my cave river when I noticed that there was a bunch of silk laying around and my cats had killed about 10 cave spiders. So after a while more and more cave spiders spawned and made more silk.I was wondering if this meant that i was near a chasm.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 17:50, 5 June 2009 (UTC)&lt;br /&gt;
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== Use for Drain? ==&lt;br /&gt;
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I haven't been able to try this out yet, but I was thinking that you could better use flowing water if the end dump was a chasm.  There would be no need for any pumps, you can just build a tunnel to the drain and let gravity do the rest!  This would make things like computers much easier to operate, and the amount of water you can use is only limited by how fast it spawns in a nearby brook.  Tell me what you think (am I insane or a genius [or both]?).&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=58768</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=58768"/>
		<updated>2009-11-27T21:43:39Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: &lt;/p&gt;
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&lt;div&gt;In '''adventurer mode''', you pick a race ([[dwarf]], [[human]], or [[elf]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that sealed the fate of your [[fortress]].&lt;br /&gt;
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The user interface differs somewhat from [[fortress mode]]; you may want to refer to the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.&lt;br /&gt;
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== Your first adventure ==&lt;br /&gt;
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=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
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=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark.  The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.&lt;br /&gt;
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All the [[skills]] you see CAN be improved through use in game, so don’t worry about spreading them out completely evenly. In general, pick the [[skills]] you think you’re going  to use. The [[skills]] are pretty self explanatory but its recommended that you put at least a few points into [[shield]] / [[armor]] and into a type of weapon. Be warned that [[weapon]] [[skills]] generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, ie high sword skill means you’ll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It is also a good idea to use a point or two for [[Swimming]], otherwise you might end up drowning in a puddle.&lt;br /&gt;
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=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mead hall. Up on the second floor, you will see a flashing Weapon Master who happens to be the local leader - press {{key|k}} and talk to him/her, then choose 'services' for a possible [[quest]].  You can talk to the Citizens and recruit them to your party for some additional combat aid if they feel like it (note, people with no combat skills are unlikely to follow you, and the leader and town guards never will.)  If you choose dwarf, you start out in a region just outside the entrance to a given fortress.  There is a [[mayor]] or the [[king]] himself inside the fortress.&lt;br /&gt;
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Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
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=== Survival ===&lt;br /&gt;
Congratulations, you’ve created a character and are now about to embark on your fantastic adventure! For now, lets focus on the bare bones of staying alive shall we? First things first, you need food and water. If you’re a human you start with some, but barring that you may need to find a waterskin. These can be bought in human towns, specifically at the shop. DO NOT STEAL THESE OR ANYTHING ELSE. Do not pick anything up and walk outside the store before you trade for it. Why? Because you are currently weak and your neck is currently arrow bait. After getting the water skin, simply find a water source and hit (Shift+I) to interact with the object. Press the letter of the Water skin and  you should be able to fill it from the water source. After it’s full press (e)to open the Eat menu and select the water. Food can be acquired from stores eaten in the same way. Beware, you won't be able to swim if you are hungry, thirsty or if you haven't slept for a day or two. If you get drowsy, just find a bed in a city or just find a good place to sleep. Avoid sleeping in an hostile place, if you don't want to have a bit too much fun.&lt;br /&gt;
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Now that you know how to work your mouth we can move on to miscellaneous tips for survival. Firstly, you are very tasty and chances are (unless you’re an elf) the wildlife will soon be attempting to eat your face. A bear or cougar isn’t too much of a problem because there’s only one, the real problem will be wolf packs. &lt;br /&gt;
A single wolf is easy to dispatch, but a dozen or so can prove very problematic indeed. Beware large packs until you’ve gained a little experience. Secondly, do not piss off the towns folk, as they tend to have guards. Lastly, beware of taking quests or attempting things before you’re ready, as you will more than likely have tons of [[fun]].&lt;br /&gt;
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=== Civilization? ===&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
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Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and are marked with an &amp;quot;H&amp;quot; on the town auto-map.  Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets.  As of the current version, you start in the mead hall which is marked with an &amp;quot;M&amp;quot; on the automap.  There are one or two apartment buildings buildings which are two stories, with six rooms a story; they are also marked with an &amp;quot;H.&amp;quot;  There are two really large buildings - the &amp;quot;T&amp;quot;emple and the a fort-like building that is marked with &amp;quot;K.&amp;quot;  Temples tend to have two or three levels, and a pool of water, while the &amp;quot;K&amp;quot; buildings are three or four floors high and are almost entirely empty (they will occationally contain random smatterings of clothing though, if you're looking for things to sell.)&lt;br /&gt;
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Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are one 1-tile wide hallways, empty rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress Mode]]!&lt;br /&gt;
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Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
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You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some [[buildings]]. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.&lt;br /&gt;
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==== Selling ====&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
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Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
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The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
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Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
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[[Category:Adventurer mode]]&lt;br /&gt;
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====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
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====Managing coins====&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.&lt;br /&gt;
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A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world. Please harvest sustainably.&lt;br /&gt;
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=== Equipping your adventurer === &lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
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[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapons]] or [[Armor#Shields and Bucklers|Shields]] you would need to {{k|p}}ut your equipped weapon into your [[backpack]] and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Traveling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding a Quest ===&lt;br /&gt;
At this present point Quests can only be taken from people of leadership in an organization.&lt;br /&gt;
&lt;br /&gt;
Human Weapon Masters: No matter what time of the day, human weapon masters will be in the mead hall, where you appear. However, if it is late they will immediately head for their homes so you may need to intercept them before they reach the door. The human capitals are not very different from the normal towns; humans have no central leadership so each weapon master is only a local leader of their own town, even at the capital the weapon master only rules the capital itself and not the other towns. Ignore the keeps; unless you're playing with a mod like LL no leaders hang out in the Keeps.&lt;br /&gt;
&lt;br /&gt;
High Priests: Humans and Goblins will often suggest you ask the High Priest for quests but in all my times of doing this all this will do is allow you to join their religion. If you want to join the religion, the High Priest, as long as it is a reasonable time of day, should be wandering around the temple. Worth a visit at least as Temples are often the most interesting parts of a town/dark fortress because there are so many different kinds.&lt;br /&gt;
&lt;br /&gt;
Dwarven Mayors/Kings/Queens: Hit and miss finding them, you'll generally find them on the outside of the fort but sometimes they move around; some have been known to run out of the fort and became a migrant unable to give out quests. Both Mayors and Kings/Queens can be found and both will assign Quests, which is nice. If you can't find them outside the fort you shouldn't really bother as mountainhomes take forever to search. As one might imagine the Kings/Queens can only be found at the Capital.&lt;br /&gt;
&lt;br /&gt;
Elven Druids: Druids, who look like flashing peasants, are generally found in the middle of their Forest Retreats but it can be a bit hit and miss as well. Just keep looking; they don't usually seem to move and hopefully will be in the same place once the Quest is completed. Probably the 2nd easiest to find as you just look around the Forest. Despite people saying they dislike the Elves, in adventure mode they invariably give out the best Quests because Elves are not attacked by normal animals, so the only targets for your Quests will be Mega/Semi-Megabeasts or the leaders of enemy factions. Even though elves do have a capital there is nothing special to see there; still only one Druid who is only in charge of the Retreat, not the civ.&lt;br /&gt;
&lt;br /&gt;
Goblin Weaponmasters/Demons: Probably the hardest to find; most Dark Fortresses are multitowered making it very difficult to find the leaders as there are several multifloored towers with twisty passages. Generally they will be in the tallest tower but this is not a definite fact. Sadly, they move around sometimes and are very difficult to find. The Demons are only in the Capital while weaponmasters exist in every Dark Fortress as local leaders. The goblins often have fun Quests as they generally seem to be at war with other civs.&lt;br /&gt;
&lt;br /&gt;
Kobold Weaponmasters: Often hanging around the middle of a kobold cave camp; however, these guys cannot talk to you and as a result cannot give you a Quest (although you can use them to train your Sword skill)&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
The compass on the left of the screen will also greatly help you in finding the entrance; the direction indicated should place you within one screen's distance of the entrance before it turns into &amp;quot;---&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also the only way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
=== The Weapons ===&lt;br /&gt;
Weapons are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.  Swords are your jack of all trades weapon, doing reasonable slashing damage. They come in short, long and two handed varieties, with the two handed doing the most damage and the short doing the least. Axes are similar to swords and do slashing damage as well. They come in 3 types, battle axe, great axe and halberd.  The battle axe does slightly less damage than the long sword while the halberd does the same damage as a two-handed sword. The Great axe is generally too large to use, but it does slightly more than the halberd in damage. The spear does piercing damage and is ideal for damaging internal organs and causing heavy bleeding and unconsciousness. It has no variations. The spear is much more likely to become stuck in its target, which can be a great benefit if used right and a curse if not. The Pike is, for all intents and purposes, the same as a spear. The mace and the hammer are generally the same thing, simply a big metal thing to club your enemies over the head.  As expected, they do high damage but their bludgeoning attacks tend to be slower and less effective , if more hilarious, ways to dispatch your foes. The Maul, a hammer, is the highest damaging weapon in the game. The last weapon is the whip, which does gore damage. Its relatively weak but has its uses. The bow throws arrows, which act as tiny spears. Basically, a bow and crossbow is like having a very slow, long range spear.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Tactics ===&lt;br /&gt;
* Sword: Once again, your general fall back weapon. It’s good against almost everything, if not being that great against almost anything. Works well against both living and non-living enemies as it actively dismembers them. &lt;br /&gt;
* Ax: Pretty much the same as a sword, though some people believe it hacks off limbs more commonly. Good against organics, acceptable against anything else. &lt;br /&gt;
* Spear/Pike: Ok, here’s where we get a little bit more advanced. The spear is most effective against organic creatures because of two abilities, pierce damage and stick ins. Piercing damage does major harm to internal organs, causing pain, bleeding, vomiting, unconsciousness and death. Stick-ins are when the weapon becomes stuck in the target, allowing it to be twisted. Twisting increases bleeding and causes extreme pain. Because of these two factors spears and pikes are ideal for single combat against organic targets. The are less effective against multiple enemies (because of the stick-ins lowering kill-to-turn ratios) and are even less effective against non-organic enemies (ie bronze colossus).&lt;br /&gt;
* Mace/hammer: These weapons rely on their ability to turn your opponent into a tasty pulp through repeated wacking. They break bones and bruise flesh, meaning that aside from a critical hit they generally are less likely to mortal wounds quickly. They are great for crippling organics and non-organics alike, but when it comes to a swift, efficient death they are generally less than perfect. The exception to this is high strength and mace/hammer skill which allows for instant head crushing.  &lt;br /&gt;
* Whip: The whip uses gore damage, which is similar to a cross between slash and pierce. It can cut off limbs but is more likely to slice up organs and cause extreme pain and bleeding. A few hits will generally render an opponent unconscious and perhaps even badly injured enough to eventually bleed to death. However, the whip is a slow outright killer, sometimes needing dozens of blows to actually finish its target.&lt;br /&gt;
* Bow (and arrows): Arrows are much like spears, because of their piercing damage and all the benefits it has. The benefits it has however are its range and its ability to target multiple enemies.  They are most effective against organic targets. You, unfortunately, are organic, which makes archers one of your biggest problems. &lt;br /&gt;
&lt;br /&gt;
=== Non-weapon tactics ===&lt;br /&gt;
&lt;br /&gt;
Besides your weapons you have two other major forms of attack: Wrestling and throwing.&lt;br /&gt;
&lt;br /&gt;
Wrestling: Wrestling can be performed by standing next to an enemy and pressing (Shift+a) and then (enter) to switch to wrestling. You can wrestle any enemy, however things such as wolves, bears and big cats do not allow you to perform the more advanced moves. After catching hold of a body part you can perform a lock, which allows you to further sprain, break or cripple an opponent. With a free hand you can perform even more advanced moves, such as gouging out eyes or stealing weapons. To gouge eyes grab a head with an open hand, to steal a weapon, grab the weapon and then check your inventory with (Shift+I). press the button corresponding to the weapon and then press a to gain possession of it. &lt;br /&gt;
&lt;br /&gt;
One of the best tactics for fighting high level weapon masters is to either break his weapon hand or to steal his weapon, essentially making him no more dangerous than a normal peasant.&lt;br /&gt;
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Throwing: Throwing is the skill of…well basically throwing shit. And vomit. And bugs and spears and rocks so on. Just about anything can be thrown, sometimes with devastating results. While it seems like weapons (and arrows) tend to be more reliable in their damage causing abilities when thrown, just about anything can potentially be lethal. Picking up a worm and hucking it right through a dragon’s skull is not only possible, but has been done on multiple occasions. A warrior with a high throw skill is often times more dangerous with an arrow than a trained archer is. &lt;br /&gt;
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&lt;br /&gt;
== Wounds ==&lt;br /&gt;
You or your enemy are going to get hurt in the course of your adventures and its pretty useful to know exactly what’s happening when you are. Here’s a quick guide to the various aspects of wounds.&lt;br /&gt;
&lt;br /&gt;
=== Wound indicators ===&lt;br /&gt;
Wounds come in several colors and are indicated on the status screen (press z to see your own status screen while pressing (l) to look at your enemy’s). The status screen will list your body parts in different colors to indicate how damaged they are.&lt;br /&gt;
White-unhurt and feeling fine&lt;br /&gt;
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Light gray-slightly damaged, think a nasty scrape or cut.&lt;br /&gt;
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Brownish yellow-moderately damaged, such as a mild sprain or the like&lt;br /&gt;
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Yellow-Broken. Applied to joints it means literally broken, while applied to upper and lower body it generally means organ damage.&lt;br /&gt;
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Red-Badly damaged. If you got this then chances are you’re in bad shape. Severely broken bones or ruptured organs. If this status is affecting anything even remotely vital you’re more than likely on your way to the grave.&lt;br /&gt;
&lt;br /&gt;
Gray-lopped off or cut out. This is when you completely lose a body part. Effects include massive pain and bleeding along with ruining your promising juggling career. For some body parts (Noticeably the eye) it will not recover - if not a very long time - and will cause constant pain and unconsciousness, if so then consider restarting in a previous save or completely because fast travelling will not heal it.&lt;br /&gt;
&lt;br /&gt;
=== Wound effects ===   &lt;br /&gt;
Hands: Damage to the fingers or wrists can cause you to drop your held items, but usually only with yellow level damage. Losing a hand entirely gives you a serious handicap, which will more than likely lead to [[fun]] in the future.&lt;br /&gt;
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Feet: Causes slowed movement and falling. If removed can cause permanent slowed movement. Removing both can cause a continuous on ground effect.&lt;br /&gt;
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Legs: Similar to feet, though often has increased bleeding and pain effects. Loss of one will usually result in death by bleed out. Even if you survive, you’re more than likely on your way to death. Severed legs do make a lovely club though. &lt;br /&gt;
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Arms: Damage to almost any part of the arm can cause items to be dropped. Loss of an arm is perhaps even worse than the loss of a leg, due to the loss of weapon and wrestling capabilities. Loss of both arms is both tragic and hilarious. &lt;br /&gt;
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Head: Contains the brain, ears, mouth, nose, eyes and throat. Ears, nose and mouth are officially useless and can be cut off in an effort to appear cool. The brain, eyes and throat are however less disposable. Damage to the eyes results in loss of vision, permanent if the eyes are removed, and terrible pain. It's usually not possible to bleed to death from eye loss, though. The throat is highly sensitive and damage causes both extreme bleeding and suffocation effects. The brain is the most important thing you’ve got, and damage to it is an almost instant death. Any wound it receives will more than likely cause instant unconsciousness and severe bleeding. &lt;br /&gt;
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Upper body: Contains the heart, lungs, upper spine, liver and kidneys. Both the kidneys and liver have similar effects; namely, heavy bleeding and pain upon injury. The spine causes nervous system damage, which can have several, sometimes permanent effects. The lungs control breathing, so piercing them can cause suffocation. The heart is the main organ of the circulatory system and damage to it is almost always fatal through bleeding. &lt;br /&gt;
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Lower body: Contains various organs like the stomach and spleen, all of which have the same effect of bleeding, pain and nausea. Nausea leads to vomiting, which makes the wounded creature unable to attack. There is also the lower spine, which has similar effects to the upper spine.&lt;br /&gt;
&lt;br /&gt;
=== Attack types and their wounds ===&lt;br /&gt;
Pierce-dangerous to organic creatures, you included. Often times objects with the pierce effect will become lodged in their target. Removing the weapon from its lodged position causes both increased pain and bleeding but often times can alleviate certain symptoms the piercing has caused.&lt;br /&gt;
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Bludgeon: Breaks bones and cripples joints. Generally less dangerous to the internal organs than other damage. The danger comes from its ability to incapacitate you and then turn your head to mush.&lt;br /&gt;
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Slash: Dangerous for its ability to sever limbs and cause bleeding. Beware its habit of decapitation.&lt;br /&gt;
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Gore: Shreds internal organs, causing all sorts of nasty side effects. Almost worthless on non-organic enemies but can cause severe problems for you living sorts.&lt;br /&gt;
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=== Dealing with wounds ===&lt;br /&gt;
In adventure mode your wounds will heal if you travel (shift + t) and they’ll recover just about anything except a lopped off limb. If you can’t travel the best thing to do is try and run from battle if you’re badly wounded, since running will give you time to stop bleeding and suppress the pain. Beware dropping your weapon and make sure to pick it up before you make a run for it. If an arrow strikes you in the chest its best to leave it there while an arrow to the extremities can be removed. &lt;br /&gt;
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== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ==&lt;br /&gt;
&lt;br /&gt;
If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!&lt;br /&gt;
&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks. They are found in human towns inside the [[tavern]] with the [[Mayor]] (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill [[wrestling]] and (mostly) damage-less punches. Don't expect them to last long when you meet that [[Giant]] you are supposed to kill. Drunks are much rarer in the current version of the game, so it's unlikely that you'll find one.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. [[Children]], the Mayor, and [[Guard]]s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
Some otherwise eligible companions may rebuff your offer of becoming a living shield for one of the following reasons:&lt;br /&gt;
&lt;br /&gt;
If the prospective meat shield considers himself more skilled than you are, he may rebuff you with, &amp;quot;Ha! Such enthusiasm from one such as yourself.&amp;quot;&lt;br /&gt;
This can be remedied by training your skills until he judges you a bit more skillful than he is.&lt;br /&gt;
&lt;br /&gt;
Another reason for someone to refuse to die protecting you is that you already have the maximum of 12 companions, and they will rebuff you by asking, &amp;quot;With a band so large, what share of the glory would I have?&amp;quot;&lt;br /&gt;
But look at it this way, at least your total party size is 13 when you count yourself! Now that's lucky!&lt;br /&gt;
&lt;br /&gt;
Another possibility is to ask your old, retired adventurers for help. They'll never say no unless your party is too big. They should be pretty capable since you trained them. &lt;br /&gt;
&lt;br /&gt;
You can ask the Prisoners of goblins to join you, and they will always say yes, regardless of the size of your party. Being nothing more than children, they have less fighting ability than drunks. However, if you have no moral reservations, they make excellent distractions for that particularly troublesome wolf pack that you come across on your travels. (Note: Elven prisoners will not attack any &amp;quot;normal&amp;quot; creatures or ones that do not attack them. That includes wolves.)&lt;br /&gt;
&lt;br /&gt;
== The Perils of the Wild ==&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
You’ll face many creatures on your travels, several mega and semi-mega bests included if you’re taking quests. Here's a quick look at the more dangerous beasts (sentient or not)  that you’ll meet.&lt;br /&gt;
&lt;br /&gt;
=== The Mega and Semi-mega beasts and the sentient races ===&lt;br /&gt;
&lt;br /&gt;
* Bronze Colossus: Probably one of the hardest beasts to combat due to its massive strength, impressive natural armor and complete ignorance of pain, fear and bleeding.  Bronze Colossi are basically walking, dwarf crushing statues that will never stop unless beheaded or outright obliterated. They have no organs and do not bleed, making them impossible to knock unconscious. Their immense strength makes them unlikely to give in to wrestling moves (though if you can manage to lock and break a limb it will snap off rather than just becoming useless.) Because of these resistances all you can really do is hack / shoot and hope that it dies before you do. &lt;br /&gt;
* Dragon: The main danger of these beasts is their massive fire breath, which can consume dozens of spaces. A high block skill is recommended before you fight them. A spear is a great weapon here, as it allows you to potentially knock them unconscious within a few turns. Arrows are also good, though staying at a distance can be dangerous because of the fire breath. Beware their bite, as it can cause major damage. &lt;br /&gt;
* Hydra: a joke really, as It seems to lack the regenerative powers of its mythological cousin. It has 7 heads, but damage to one is as serious as damaging the head of a one headed beast. More than likely you’ll have it unconscious in a few turns regardless of what you use.&lt;br /&gt;
* Titan: basically an organic bronze colossus. It is essentially a larger, stronger human, with all the weaknesses being the same.  Piercing and goring damage can quickly weaken and incapacitate these beasts, but keep an eye out for its wrestling, which can cause some bad joint damage. &lt;br /&gt;
* Cyclops: A weaker, smaller titan with one eye. Eye+arrow=win&lt;br /&gt;
* Ettin: A two headed giant. Basically a stronger human, usually unarmed. Just hack it until it dies.&lt;br /&gt;
* Giant: Just a giant human like thing. Stab it in the neck or break its limbs for massive damage.&lt;br /&gt;
* Minotaur: Only thing really dangerous about this guy is his horns. Pretty good wrestler but nothing that should give a reasonably prepared adventurer any problems.&lt;br /&gt;
* Humans: Should you wander into battle against a human force its in your best interest to disable their archers first. The only real danger humans have is their numbers and their use of items. Disarming or crippling dangerous guards or weapon maters is highly recommended, since as soon as they are weaponless they are essentially as good as dead.&lt;br /&gt;
* Elves: They have wooden equipment, making them laughable most of the time. Once again, the only real threat is their archers and even then they are less dangerous than humans. Elves are generally known for being annoying dicks so its recommended that you slaughter the lot. If you are an elf its recommended that you have tons of fun. &lt;br /&gt;
* Dwarves: Their advantage is their steel weaponry and crossbows. Their disadvantage is that their mountain homes are generally so large that you’ll only rarely fight more than one or two. Disable their weapon masters and archers then throw their own axes at them. Juggle their heads in front of their children.&lt;br /&gt;
* Goblins: Like weaker dwarves, with less armor and less skill. They have a feeble sense of morals, meaning that they will only sometimes attack you after you hurt one of their friends. You can basically cleave right through them with ease.&lt;br /&gt;
&lt;br /&gt;
=== Other Humanoids ===&lt;br /&gt;
&lt;br /&gt;
These are creatures that in shape resemble something human, but have no society. &lt;br /&gt;
&lt;br /&gt;
* Antman: A half man half ant hybrid which lives in chasms. They have higher natural armor than a man, but rarely use tools. As long as you’re armed they should pose no problem.&lt;br /&gt;
* Batman: Half man, half bat that lives in caves and chasms. They can fly and use weapons, though they rarely do. Attacks with punches and bites; the bites are the most potentially damaging because they cause gore damage. He is the night.&lt;br /&gt;
* Blizzard man: Frosty’s asshole brother. Blizzard men are creatures of pure ice that strangely still have organs. They can bite and punch, with biting doing the most damage. They will melt in normal temperatures so they are only found in freezing areas. &lt;br /&gt;
* Dark gnome: Mischievous mountain folk who enjoy hard liquor. They‘re basically dwarfs but smaller and no where near as dangerous. Its rare that you’ll even find them, but if you do they should pose no threat to you. They punch and bite but neither is noticeable. &lt;br /&gt;
* Fire Imp: Little gremlin like things that are either constantly on fire or made of fire. They’re found only in subterranean lava pits, meaning that you’ll have to go searching for them if you’re ever gonna see one. They only bite (does burn damage rather than gore), but their real danger comes from their ability to set you on fire. Ranged  combat is recommended, though darting forward, attacking and then jumping away might be effective if you have no other choice. They can also breathe fire at you though, so its again recommended to stay back.&lt;br /&gt;
* Firemen: Like the fire imps, but better. They have the bronze colossus syndrome of having no organs, not bleeding, feeling pain or being able to have weapons stuck in them. They too can set you ablaze, but they’re much harder to kill before they do it. Bludgeoning can break and hence sever their limbs. Recommended that you fight from a distance. Luckily these things only live in underground lava, so you’ll never find them without going into very specific places. &lt;br /&gt;
* Frogman: No not those things Race Banon was always killing, but half man half frogs that live in underground water. They can’t equip weapons and are very small, making them almost completely non-threatening. &lt;br /&gt;
* Iron man: Millionaire Tony Stark puts on his…oops wrong one. Ironmen are like firemen but less dangerous because they aren’t on fire. They are basically smaller, less dangerous Bronze Colossi. When killed they leave a valuable iron statue. They appear only in chasms.&lt;br /&gt;
* Leechman: Half man, Half leech, all sexy. They have no bones, but curiously do have arms (but no legs). They can suck blood, but considering they have no bones and every blow will almost always strike a vital organ its a lot more likely that blood will be coming out of it than you.&lt;br /&gt;
* Lizardman: Half man, half lizard; lives in underground water. Punches and bites along with the ability to use items. Similar to many of the other half breeds, but with one notable exception. He’s a lizard. &lt;br /&gt;
* Magma man: A man made of pure magma. Everything about this guy is the exact same as the fire man, with the exception that he can’t breathe fire. This makes him less dangerous at a distance. Stay back and throw stuff at him.&lt;br /&gt;
* Merpersons: Tiny little mermaids and mermen. Not dangerous at all, and relatively rare to boot. They can equip items but you’ll probably never see one anyway.&lt;br /&gt;
* Mountain Gnome: The same as a Dark Gnome, but less evil. Same things apply here.&lt;br /&gt;
* Mud man: Like Ironman but made of mud. Can’t equip items and only has a weak punch as a form of attack, making it about as threatening as a mudpie. Lives in underground water.&lt;br /&gt;
* Ogre: The middle ground between giant and human. Their punches and bites do a surprisingly small amount of damage, though they can use weapons. As with any big, organic moron its recommended to try and damage their organs to quickly incapacitate and kill them. Piercing damage is very useful. &lt;br /&gt;
* Olmman: Half man, half blind cave salamander. Think Gollum but even more messed up and without eyes. Their bites are surprisingly strong. Found only in subterranean water and even then only rarely.&lt;br /&gt;
* Ratman: Seems to attack with 4 turtle men cronies, who are surprisingly good warriors. But seriously, they’re about as weak as actual rats. They only come from chasms so don’t worry about them too much.&lt;br /&gt;
* Slugman: Do I even have to say? it’s a  dang slug man, do you think its dangerous? Its not. Just stab it in its deformed face. &lt;br /&gt;
* Snail man: Think slug man, but with a shell that doesn’t actually offer any protection.    &lt;br /&gt;
* Snakemen: The only real threat these guys pose is their ability to inject poison by biting. If it does bite you its your best bet to try and quickly kill the snake man before his poison takes effect, since it can incapacitate you. &lt;br /&gt;
* Troglodyte: Your stereotypical caveman. Not dangerous unless they attack in swarms and even then they are easily beaten by even a novice adventurer. Use organic combating techniques to deal with them. &lt;br /&gt;
* Troll: There’s no real difference between this thing and an ogre. Kill them both the same way. &lt;br /&gt;
* Werewolf: Or wolfman. Attacks alone and only bites with a goring attack. Bite can be dangerous but the fact that there is only one of him makes it a lot easier to fight. Fun to wrestle for experience.&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
Here’s the rundown of all the mundane beasties that you’ll run into &lt;br /&gt;
&lt;br /&gt;
* Beak dog: Basically what happens when parrot gets combined with Velociraptors. They’re a little smaller than a man but quick and use their beaks and claws effectively. Try not to get caught in the center of a group of them, backpedal and cut them down as they give chase.&lt;br /&gt;
* Black Bear: These will only ambush you one on one, and given their relative small size and forgettable strength they should pose little threat unless you’re completely unskilled and unarmed. Because there’s only one they can be useful for wrestling practice since you can focus all your attention on them.&lt;br /&gt;
* Bonobo: I’ve never seen one myself, though I’ve been told they’re ape like things. Considering their squishy organs it would be best to stab them in the groin.&lt;br /&gt;
* Camel: Its…a camel. You’ll probably never see one. &lt;br /&gt;
* Carp: BEHOLD, FOR ARMOK BREATHED LIFE INTO THE VERY ROCKS IN THE RIVERS AND COMMANDED THEM TO GO FORTH AND MUTILATE RANDOM PASSERS BY. TO HIS DWARVEN FOLLOWERS HE EXPLAINED IT THUS, “F*** YOU”-the tome of Armok, chapter 2. In all seriousness though, while they may be freaking fresh water sharks in the fortress mode, carp aren’t too dangerous in adventure mode. Their biggest advantage is their environment, being water which you can not breathe. &lt;br /&gt;
* Cat: IT’S A KITTY! Anyways, you’ll almost always have too many of these things in fortress and you’ll never see them in adventure. Even if you did, what would you do with them? You wouldn’t hurt them would you?&lt;br /&gt;
* Cougar: Like a kitty, but bigger. Cougars are good wrestling practice and good shield training as well, what with the fact that Cougars suck so hard. If you get killed by this thing it was either insanely lucky or you have no arms.&lt;br /&gt;
* Cow: It’s a cow. Kill it for free hamburgers. I’m actually not even sure if you can find the dang things in adventure mode.&lt;br /&gt;
* Deer: You might see these running away from you in the woods. They’re harmless but good wrestling practice if you feel like strangling a defenseless animal. &lt;br /&gt;
* Dog: I’ve never seen one of these in adventure mode, but its pretty obvious what they are huh?&lt;br /&gt;
* Donkey: Pulls wagons and things like that. You might see one but its not really worth attacking them. &lt;br /&gt;
* Elephants: In prior versions elephants were murderous berserkers, but thankfully they’ve been made a little more realistic. They’re just as big and strong as you’d expect, but won’t bother you unless you walk up and stab’em a few times. Reasonably dangerous, so don’t poke them unless you’re ready.&lt;br /&gt;
* Elk: Much like deer, though a little bigger and usually solitary&lt;br /&gt;
* Fox: Another small animal that you’ll most likely never see.&lt;br /&gt;
* Giant bat: Bigger than a minotaur and more dangerous at times. Often encountered in low visibility areas where they can take you by surprise. Its best to avoid caves until you’re confidant in your blocking and combat skills. &lt;br /&gt;
* Giant Cave Spiders: You’ll only rarely encounter these, because of their limited environment. You’ll know they’re near from the webs which hang around their homes. They are NOT to be meddled with. First and foremost, they do not feel pain and will never stop unless killed. Their high number of legs makes it likely that you’ll pointlessly hack away at the limbs while the mouth bites your head in half. Beyond these aspects the spider uses poison and sticky webs to ensnare you. Your best bet is to throw/ shoot it from a distance. If you can’t do that, use other piercing or goring weapons to damage its organs. Despite  its ignorance toward pain, it still bleeds like any other animal, so a pierced heart is very effective. &lt;br /&gt;
* Giant cave swallow: Pretty much harmless things, just big birds. If they harass you, break their wings and strangle them to death for wrestling points. &lt;br /&gt;
* Giant Eagle: A major problem in fortress mode is little more than a pesky annoyance in adventure mode. If they are giving you trouble though, attempt to wrestle and break one of their wings. This should ground them and make them a much easier target. &lt;br /&gt;
* Grizzly Bear: A little bigger than the Black Bear, though basically the same. Good for both wrestle and shield points. If they’re really giving you a hard time try catching both hands and its throat. This should not only make it impossible for it to attack, but also give you wrestle points. &lt;br /&gt;
* Groundhog: Little rodent thingies. Zombie ground hogs are useful to strangle for wrestling experience. Besides that they’re only really good as golf balls for your putter (read Morningstar) &lt;br /&gt;
* Hoary Marmot: A tiny forest dwelling creature. As harmless as it is delicious.&lt;br /&gt;
* Horse: A beast of burden sometimes seen in human towns. They have an odd habit of going rogue and kicking children to death. Not to mention they’re some how smart enough to pull crossbow bolts out of their own legs. May cause random insanity if they attack a influential citizen. &lt;br /&gt;
* Naked mole dog: Think enormous naked mole rat. Unless you’re both unarmed and unskilled these things are basically very bleedy shrubbery to hack your way through. &lt;br /&gt;
* Mountain Goat: it’s a goat, that lives in the mountains. Likes to kill goblins and its not uncommon to find a few legends about goblin slaying goats.&lt;br /&gt;
* Mule: Like a horse, but more inbred. Chances are you’ll never see them.&lt;br /&gt;
* Musk Ox: Beasts of burden used by elves. Another thing you won’t see. &lt;br /&gt;
* Pike: The fish, not the weapon. They’re nothing close to the carp and should be little more than particularly squishy speed bumps to you.&lt;br /&gt;
* Raccoon: Forest rodents that you’ll never see. Make a nifty hat. &lt;br /&gt;
* Rhesus Macaque :A nettlesome trickster in fortress mode, they are almost never seen in adventure mode. Even if you see them they’re very skittish and a single blow will send them running. Give’em a good strangle if you can catch one.&lt;br /&gt;
* Unicorn: The random homicidal tendencies of the horse mixed with a dash of magic and a horn. They’re very aggressive for some reason, though not too hard to bring down. Watch out for that horn and stay away until you’re at least competent. &lt;br /&gt;
* Whale: Big aquatic beast. Not dangerous unless in skeletal mode. &lt;br /&gt;
* Wolf: And last but not least, the humble and numerous wolf. This is what is gonna be attacking you from now till forever.  They’re dangerous the first few ambushes, but they quickly become nothing but barely noticed time wasters. Great for training up armor and shield, as they attack in packs and hence hit you many times, often with no effect. Early on, just be careful not to get caught in the middle of a pack and you’ll be fine.  They have a random chance to rip your throat out.  This has happened to even the most legendary of adventurers&lt;br /&gt;
&lt;br /&gt;
=== Modifiers ===&lt;br /&gt;
* Zombie: Zombie animals are just like their normal counterparts, with a few major exceptions. Firstly, they are no longer affected by pain or bleeding and their organs no longer matter. They are also much slower. This combination of increased difficulty in killing and decreased speed about evens out their threat level. Not too dangerous, unless the creature they’re based on is already strong. (Note: Since they do not perish by strangling, breaking all of the limbs of a zombie and throttling it constantly is a great way to gain wrestling experience.)&lt;br /&gt;
* Skeletal: All of the advantages of Zombie with none of the bad effects. Skeletal creatures are all immune to pain and do not bleed, but they remain just as quick as their living counterparts. Large skeletal beasts, such as dragons or whales are truly a terror to face.&lt;br /&gt;
&lt;br /&gt;
== Avoid the impossible ==&lt;br /&gt;
Some things are harder than others. Decide for yourself if this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
=== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ===&lt;br /&gt;
Unless you are a legendary or better (ok, its not possible to go beyond legendary) bow-/crossbowman, you should at all costs AVOID giant cave spiders (Unless, of course, you enjoy [[Fun]])!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient [[shield]] user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation (decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although I eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And I was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact (and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor (in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them I threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) I grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
=== Arrows ===&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
One extremely useful survival tip is to immediately drop prone (with the s key) as soon as you notice you are being shot at.  Prone targets move more slowly, but seem to be much harder to hit with ranged attacks than standing ones.  This is also worth noting to avoid wasting ammunition on fallen targets.&lt;br /&gt;
&lt;br /&gt;
Another solid solution is to get behind something as quickly as possible and try sneaking. Even when caught in the open cover as flimsy as a single tree may be sufficient to begin sneaking. Sneaking around trees can also sometimes act as a compass for determining the direction of the shooter. By checking when and where sneaking is possible, the approach vector of any given observer or close cluster of observers can be extrapolated.&lt;br /&gt;
&lt;br /&gt;
Finally, since archers are generally sentient, most (besides mayors) can be killed in their sleep.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
== Training yourself ==&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps a lot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
To find rocks simply hit {{k|l}} and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. [[limestone]]) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with [[pebbles]], pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
For best efficiency, drop all of your gear (including held but not worn items) and empty out your backpack near your throwing location. This is done in order to keep your inventory simple for the rock-throwing portion. Then pick up a ton of rocks by pressing {{k|g}}-{{k|a}} over and over- ideally one would pick up 600 rocks at a single time, but you will probably get bored before then. Then, mash {{k|t}}-{{k|a}}-{{k|enter}} over and over until all of your rocks are thrown back at the floor. If you are not a legendary Thrower after this, repeat. Afterwards, remember to pick up your gear and re-fill your backpack.&lt;br /&gt;
&lt;br /&gt;
''Alternate way'' : It could be difficult to repeat the {{k|t}}-{{k|a}}-{{k|enter}} sequence without making mistake. So you can just alternate {{k|t}}-{{k|enter}} quickly : The first {{k|t}} will open the inventory, the second will chose the rock which is in &amp;quot;t&amp;quot; position, and {{k|enter}} will throw it. In the same fashion, when collecting rock, prefer a tile where the rock is on &amp;quot;b&amp;quot; position : If you quickly alternate {{k|g}} and {{k|a}}, sometime you will open the [a]nnouncement panel, which will slow you down. Another solution to this is to switch the ''pick up'' and ''announcements'' keys, so you can press {{k|a}} to pick up an item and {{k|a}} to pick up rock.&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit or [[sand]]. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. [[iron_man|Iron men]] are fun, because they leave behind a nice [[statue]] for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown because they deal the same damage as they would in melee, including piercing or slashing damage type, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and [[spear]]s damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow-skill ===&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage- at best, a lucky hit will break someone's spine or damage internal organs to a small degree. Shooting arrows at enemies is fun, because it is very efficient and will destroy enemies quite easily. &lt;br /&gt;
&lt;br /&gt;
Sadly, this also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind. This is somewhat avoidable - train in sneaking to avoid being seen by enemies that could otherwise perforate your skin, and get a good shield and armor to better keep arrows. (See below for both skills).&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
Metal bolts are quite heavy and expensive, so if you wish to train in this skill it would probably be a good idea to raid an old fortress of yours first and get all the wooden/bone bolts there.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling ===&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious enemy, why not break some limbs before finishing it off? Monsters often try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot, and breaking that legendary swordsmans sword hand at the beginning of the fight will make him laughably weak. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
A good way to train wrestling is to find an undead region on the map- preferably Sinister if you remember the map layout from Fortress Mode. Obtain a pack of zombie herbivores therein, preferably of small size- do not attempt this with zombie [[elephants]]. Slaughter every zombie in the vicinity of this pack of herbivores but the one that you think is the most crippled, making sure to pick one with a throat to leave alive.&lt;br /&gt;
&lt;br /&gt;
Press {{k|c}} and change your combat preferences from Strike to Close Combat. This means that your default attack when you press towards an enemy to making a random wrestling move, or the continuation (joint lock, break) or (strangle) if you have a break/strangle-able area held.&lt;br /&gt;
&lt;br /&gt;
Then, walk over, and grab the zombie's neck (yes, with your weapon or shield- it is quite optional to drop what you're holding) and begin strangulation by holding the direction the zombie is strangling in. You will make several strangles per second and gain approximately 15 XP (tentative measure) per strangulation. Zombies cannot die from this, so you will earn enough XP to become legendary within a few minutes. &lt;br /&gt;
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When your character becomes tired, break off from strangling and walk it off- you become less tired by ambling about aimlessly. If you become too hungry or thirsty to continue, just run away or destroy the zombie, {{k|T}}ravel, and then repeat after moving a square and back.&lt;br /&gt;
&lt;br /&gt;
This can also be done at ruins, but you run the risk of weapon-carrying enemies and especially weaponmaster quest-zombies. In an undead ruin, there are also far, far more monsters in the area compared to hunting down a pack of undead animals.&lt;br /&gt;
&lt;br /&gt;
Alternatively, wait until nightfall, and wrestle a sleeping enemy. Sleeping enemies are unconscious, and cannot detect you if you sneak.  The autocombat will cause your adventurer to break limbs, grab and release bits of clothing, and other nonlethal attacks. Occasionally random chance will cause a chokehold; simply step back a tile and then resume. In this manner, you can train wrestling extremely quickly without the dangers of wandering in an undead zone.&lt;br /&gt;
&lt;br /&gt;
Yet another alternative is presented by fish.  No harmful wrestling moves can be performed on them so cornering a carp, tigerfish, or milkfish will raise wrestling quickly, while training swimming.  Avoid hippopotamus infested waters.&lt;br /&gt;
&lt;br /&gt;
A final option presents itself when exploring caves, there are many weak enemies to be found here, choose one (say a ratman) and walk up to it, grabbing it perform a takedown. Before it can stand up grab its arm and try to break it, as soon as it gets up perform another takedown, continue to break all the joints in both of your &amp;lt;s&amp;gt;toy's&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;victim's&amp;lt;/s&amp;gt; opponent's arms and then move on to legs, finally gouge out its eyes and begin strangling it to death. This gives you plenty of wrestling exp with very little risk as the enemy will only get in one or two strikes before being taken down after which it will prioritize standing back up.&lt;br /&gt;
&lt;br /&gt;
=== Swimming ===&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or [[river]] you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
Another option is to find a body of water with a ramp into it. Walk down the ramp into the water, which will cause you to start &amp;quot;drowning&amp;quot;. However, you can simply walk back out after 10 turns or so to stop drowning, and you will have gained some swimming skill. Repeat until you reach novice skill. If you don't have an abandoned fortress set up for this, slopes into water can be found at ocean beaches.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank. In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
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You can crosstrain Ambushing while Swimming to save time- if you start with no Ambushing and Novice Swimming, you will be an Accomplished or Expert Ambusher, give or take, by the time you are a Legendary Swimmer. For more on Ambushing, see below. You can also crosstrain melee skills with swimming by picking a river and swimming down it, training Ambush when it's quiet and training melee when it's not. Some rivers have very high densities of fish, giving you lots of targets to hit. They will tend to gather up, bumping into and slowing each other down ahead of you for you to kill and an adventurer will be all but invincible against non-sturgeons after a few statgains. Just remember that Hippos have the right of way.&lt;br /&gt;
&lt;br /&gt;
NOTE: Water does NOT currently cleanse fire, if you are burning, jumping into a pool of water will not save you&lt;br /&gt;
&lt;br /&gt;
=== Ambushing ===&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the best way to train Ambushing is to start sneaking and just hold a direction to run, until you've run 18,000 squares (assuming you started with no skill). This takes a long time, so you may wish to train sneaking just by sneaking whenever possible while playing the game normally in order to avoid boredom.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. It is relatively easy at normal levels of skill to stand anywhere but right next to an enemy and not be spotted for a long time, if ever. However, standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
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If you are far faster than the enemy you can sometimes swoop in, attack, and back off to 1-square distance where you are less visible. Sometimes they will spot you, but other times you can literally slice off the opponent's leg and retreat to a safe distance. This may occur because enemies can only make checks to see if you are sneaking during their own turns, and a very fast (2000+ speed) player can run in, stab them, and retreat to a safe distance before their turn comes up.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
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The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
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=== Armor and Shield Use ===&lt;br /&gt;
&lt;br /&gt;
Armor User lets you wear heavy armor without slowing down, and might control the passive block rate of armor - a very useful skill, if true, because it controls how often your shiny full plate suit will actually work. &lt;br /&gt;
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Shield User helps the block roll you make when you are attacked. A Legendary Shield User is far, far more capable of taking on enemies, especially projectile-based weaponmasters whose bolts and arrows are blockable with a shield to a far greater degree than with one's torso, so it is worthwhile to train these two skills.&lt;br /&gt;
&lt;br /&gt;
Normally, you gain 10 Shield User XP per time you block an attack with a shield, and 2 Armor User XP per time you are attacked while wearing armor. This means that to gain the 18,000 XP necessary for legendary, you must block 1800 strikes, and be attacked at least 9000 times. Naturally, this could take some time- time in which a low-skill adventurer may die from attacks by worthy opponents.&lt;br /&gt;
&lt;br /&gt;
However, a useful shortcut exists- if you find a small zombie herbavore to strangle in the above wrestling training method, you can also (if it is a small and non-dangerous animal such as a zombie [[groundhog]]) {{k|s}}it down next to it (to minimize your own speed and thus get attacked more often) and hold {{k|5}} to sit down next to the animal and block its attacks over and over. This is still slow, but leagues faster than waiting to train while fighting- it also means that you are probably not in any danger assuming you picked a sufficiently pathetic type of animal.&lt;br /&gt;
&lt;br /&gt;
Warnings- Make sure that you have your {{k|c}}ombat preference set to Close Combat, otherwise you may counterstrike and kill the zombie. This way, you will wrestle it during a counterstrike instead of doing something that may actually hurt it such as counterstriking with your weapon.&lt;br /&gt;
&lt;br /&gt;
It is probably also preferable to start with a modicum of skill in Armor and Shield using to make sure you don't accidentally get instakilled or crippled and are good at blocking with your shield to gain XP fast. You'll also want to have non-crappy armor and a good shield or two (dual wielding shields may increase your ability to block) to maximize your ability to block and to make sure you are taking as little as possible damage, if any at all, during training.&lt;br /&gt;
&lt;br /&gt;
It's also best to train with creatures that attack with their fists, rather than their teeth.  A zombie antman or ratman could pound on you all day and never take you past a yellow wound; a groundhog, however, will eventually get lucky and tear out your throat if you wait long enough.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
=== Basic exploration tips ===&lt;br /&gt;
When traveling it’s a good idea to avoid evil areas until you’re reasonably powerful, as they tend to contain stronger enemies. Also avoid caves for this same reason, you never know when a dragon is lurking in the shadows. Remember that only human towns have shops, so don’t die of hunger wandering the dwarves mountain homes looking for that elusive Applebees. Water can be had from rivers and stagnant pools, though fast traveling (shift + t) makes thirst and hunger go away.  If you are exploring caves, make sure to have some water and food with you, as some can be quite deep.&lt;br /&gt;
&lt;br /&gt;
=== Fortress exploration tips === &lt;br /&gt;
If you’ve abandoned a fortress in the world and you’re now adventuring, you can find that same fortress on the map. Ask townsfolk about the surroundings and eventually they’ll mention the fortress and its direction. From there you need only to follow the directions till the fortress shows up on your map. &lt;br /&gt;
The perils of fortress exploration&lt;br /&gt;
If your fortress was abandoned or destroyed there’s more than likely a reason why. Be it magma overflows, flooding, goblin sieges or perhaps digging a little too greedily and too deep there are likely to be remnants of your downfall somewhere in the remains. Wild beasts and sentient invaders alike will more than likely be slugging it out in your once grand halls. Beyond this there is the danger of forgetting what lever does what and accidentally flooding the room with lava or collapsing the entrance.&lt;br /&gt;
&lt;br /&gt;
==== The advantages of Fortress exploration ====&lt;br /&gt;
Depending on how advanced your fortress was it may contain extremely rare, powerful or valuables items. Raiding fortresses is the only way to get adamantine items and wafers, as well as the only way to get artifact weapons. Beyond this, you can read the engravings on the walls in order to fill your legends list. &lt;br /&gt;
&lt;br /&gt;
==== Preparation ====&lt;br /&gt;
Whatever destroyed your fortress is what is going to be squatting in it now.  If a goblin siege took you down, then prepare to fight some gobbies. If the horrors of the deep beat your little dwarven ass then prepare to fight those. If they drowned then find some waterwings etc. Make sure you’re fully stocked on arrows (if you use them) as well as water and food. Leaving anything you don’t need back in the tavern in town is a good idea too, as it lets you carry more loot.&lt;br /&gt;
&lt;br /&gt;
==== Plumbing the Deep ====&lt;br /&gt;
&lt;br /&gt;
While wandering the halls of your old fortress its best to secure each floor one by one, to avoid being ambushed. Explore one entire floor then move on to the next. This isn’t a requirement but it can help in finding the best loot as well as insuring against surprise arrow buttsex. If you start to get overburdened with all the loot climb to a secure floor and dump it in a pile. You can come back for it after you’ve finished exploring. Also note that, while traps no longer work, their components (giants blades, spiked balls etc) remain just as lethal in your hands. Also note that you can pick up and throw ballista bolts. &lt;br /&gt;
&lt;br /&gt;
==== What to do with all your newly acquired wealth ====&lt;br /&gt;
&lt;br /&gt;
Not much I’m afraid. While masterwork adamantine weapons are very useful and  the raw chunks of adamantine are extremely valuable there’s nothing to really buy with them. The adamantine weapons you find are the strongest in the game and shops will never sell anything above iron so once you’ve got the weapons there’s pretty much nothing more you need. This will most likely be fixed in up coming versions (perhaps paying a blacksmith to make you weapons). &lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/AIDS/bugs/sand/coins/arms/heads/swords/arrows/kitchen sinks at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=58644</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=58644"/>
		<updated>2009-11-25T04:20:39Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Living among them */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} humans will invade if enough humans were killed while visiting your area.  They have also been known to show up if you've killed or offended too many [[elves]], though it's anyone's guess as to whether or not this is intended.&lt;br /&gt;
&lt;br /&gt;
This is especially dangerous if a human noble has been to your fortress. All [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number of advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
Because human towns are so open plan, kobold thieves can easily steal goods and return with better equipped forces. The benefits of human guards may also be less than great because their human children have a fondness for punching hippos, elephants and other large beasts capable of going on a rampage. (They can't tell man from dwarf).&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or [[Goblin]] tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
In order to build trap components, you will also need to add the following to the Human entry in entity_default:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).&lt;br /&gt;
&lt;br /&gt;
== Future development ==&lt;br /&gt;
&lt;br /&gt;
Humans will be in the future more xenophobic than right now. Thanks to this xenophobia demons are less likely to take over a human Civ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Toady One (04.May.2009) [http://www.bay12games.com/forum/index.php?topic=30026.msg540602#msg540602]: &lt;br /&gt;
&lt;br /&gt;
Humans are far too xenophobic and afraid of strange things to allow a demon to go through some mechanic like a duel for warlord status -- the same tag that'll make humans consider pointy ears and glowing red eyes less attractive or scary in general might control this.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This doesn't mean that demons can't overtake a group of humans.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Toady One (04.May.2009) : &lt;br /&gt;
&lt;br /&gt;
[] It would be cool if eventually the demon can exploit the religious process to turn a group of human bandits into a demon cult or something, but for now, it's just straightforward violence and domination.  A demon might pass into the rulership of humans in this way as well, but it would have to not get killed by them first. []&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HUMAN]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:60:120]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone_armor&amp;diff=58609</id>
		<title>Bone armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone_armor&amp;diff=58609"/>
		<updated>2009-11-24T08:18:13Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: this was an orphaned page and has been largely incorporated into other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Armor_piece#Materials]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_piece&amp;diff=58608</id>
		<title>40d:Armor piece</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_piece&amp;diff=58608"/>
		<updated>2009-11-24T08:16:02Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: reorganized&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several different separate pieces of armor that can each cover a different part of a dwarf's body and provide protection.  In Dwarf Fortress, armor (as so many things) is not a simple formula where a single, bigger number replaces a smaller one.  Different armor pieces work slightly differently to provide more or less protection in different way.  The exact piece, [[quality]], and [[material]] all factor in, at least - combat is not fully understood. However, overall, rest assured that, factoring in the known variables of quality and material, your intuition will generally be correct - pieces of chain armor are better than the equivalent pieces of leather armour, and plate pieces better than chain.&lt;br /&gt;
&lt;br /&gt;
Also, any [[soldier]] or [[hunter]] will have one of 4 levels of armor designated: clothing, '''leather armor''', '''chain''' (armor), or '''plate''' (armor).  There is usually not a 1:1 relationship between every piece of armor and an armor level - it can be very much a &amp;quot;mix and match&amp;quot; situation. &lt;br /&gt;
&lt;br /&gt;
For a general discussion of how armour works and some of the game mechanics behind it, including charts on quality and material, see [[Armor]]. &lt;br /&gt;
&lt;br /&gt;
==Clothing vs Armor==&lt;br /&gt;
Practically speaking, there is no difference.  Any piece of clothing or armor provides some level of protection against [[damage]], including damage from heat and cold weather.  Some materials have a better protection value than others - metal is better than leather (go figure).  However, any dwarf, when activated into military service, can be set to one of 4 different armor levels - clothing, leather, chain or plate - and will seek out a complete &amp;quot;set&amp;quot; of that level of protection.  In this sense, some pieces - like cloth vs. metal caps, or boots - fall into different categories, clothing vs armor.  &lt;br /&gt;
&lt;br /&gt;
Civilians will wear leather caps and boots, but no other piece of armour, with one exception.  A civilian with the [[hunting]] labor enabled will seek to wear the level of armor designated - but they will also attempt to actively hunt any huntable wildlife on the map.  (Only if there is none, they will seek another [[job]], until there is a valid target.)&lt;br /&gt;
&lt;br /&gt;
===Levels and Sets of Armor===&lt;br /&gt;
&lt;br /&gt;
In seen in either the {{k|m||ilitary}} menu or an individual dwarf's {{k|p}}references for &amp;quot;{{k|s}}oldiering &amp;amp; hunting&amp;quot;, armor can be one of 4 overall levels of armor, as defined by the game and using the terms Clothes, Leather (armor), Chain (armor) and Plate (armor), in reference to the maximum protection a dwarf will seek to wear when activated into the military (or when [[Hunting]]).  This is designated by viewing a dwarf and selecting the soldier menu - Clothes, Leather, Chain or Plate. (In the military weapons menu, these are abreviated as &amp;quot; - &amp;quot; (none), Lth, Chn or Plt, and also whether or not to use a Shd or Bkl - shield or buckler). This defines the maximum class of protection they will seek to wear for each body part (but they may not completely succeed, depending on available items). &lt;br /&gt;
&lt;br /&gt;
==== Armor Levels ====&lt;br /&gt;
&lt;br /&gt;
The leather armor set:&lt;br /&gt;
&lt;br /&gt;
* Head: leather or metal cap or leather, bone, or shell helm&lt;br /&gt;
* Upper Body: leather Armor&lt;br /&gt;
* Lower Body: leather, bone or shell Leggings&lt;br /&gt;
* Feet: leather High or Low Boot&lt;br /&gt;
* Hands: (none)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chain armor set:&lt;br /&gt;
&lt;br /&gt;
* Head: metal Helm&lt;br /&gt;
* Upper Body: Chain mail&lt;br /&gt;
* Lower Body: metal leggings&lt;br /&gt;
* Feet: metal High or Low Boot&lt;br /&gt;
* Hands: metal Gauntlets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The plate armor set:&lt;br /&gt;
&lt;br /&gt;
* Head: metal Helm&lt;br /&gt;
* Upper Body: Plate mail&lt;br /&gt;
* Lower Body: metal or bone{{verify}} Greaves&lt;br /&gt;
* Feet: metal High or Low Boot&lt;br /&gt;
* Hands: metal Gauntlets&lt;br /&gt;
&lt;br /&gt;
If a dwarf cannot find a piece of the appropriate protection level, a lesser piece will be accepted. [[Quality]] or [[material]] are not taken into consideration, so for plate level armor, a no-quality copper plate mail will always be selected despite a far preferable masterful ☼steel chain mail☼ being available.&lt;br /&gt;
&lt;br /&gt;
Dwarves will occasionally keep a lesser piece on when told to wear better armor and put the better armor over that - see [[layering]].&lt;br /&gt;
&lt;br /&gt;
====A quick note on weight====&lt;br /&gt;
&lt;br /&gt;
A quick glance at the [[Encumbrance#Encumbrance|encumbrance]] values shows that any dwarf can carry 2000Γ, a Strong 3000Γ, Very Strong 4000Γ, and so on. For each increment of 1000 over the limit, a dwarf's [[speed]] is very slightly hurt (maybe 5%, very approximately).  This affects movement, actions during fighting, and firing a crossbow, but a high Agility counteracts this directly, adding to speed in all cases.&lt;br /&gt;
&lt;br /&gt;
A full set of chain level armor plus weapon weighs about 2500* (requiring Strong).  Plate level and weapon weigh about 3500* (Very Strong). A metal crossbow and full stack of metal bolts can weigh close to 1000* by themselves (compared to over 600* for an axe and ~300* for most others), adding another level of Strong to the requirements to avoid being slowed.  &lt;br /&gt;
&lt;br /&gt;
:''(* This is iron or steel - bronze weighs about 5% more, copper 14% more. Bone weighs about 1/7 the weight of steel, leather ~1/4.)'' &lt;br /&gt;
&lt;br /&gt;
So, more Strength and/or Agility is desirable, at least until your dwarves have mid-levels of the [[armor user]] skill.  However, even if your dwarf is 3000 over-burdened, the added protection is almost certainly worth it unless you are concerned about chasing down opponents who are fleeing from your dwarves' righteous vengeance.&lt;br /&gt;
&lt;br /&gt;
For a full discussion, see [[Equipment and encumbrance]], and [[Attribute]].&lt;br /&gt;
==Materials==&lt;br /&gt;
Various pieces of armor can be made from [[bone]], [[shell]], [[leather]], [[wood]], and [[metal]].&lt;br /&gt;
&lt;br /&gt;
Bone, shell, leather, and wood all have a modifier of 50%, making them half as protective as iron before quality levels are applied.  Masterwork non-metal armor is as protective as basic quality iron armor, which is respectable (if hardly optimal).&lt;br /&gt;
&lt;br /&gt;
Shells can be used to make helms, gauntlets, and leggings.  Bone can be used to make helms, gauntlets, leggings, and greaves.  Leather can be used to make a full set of (obviously) leather level armor, as well as bucklers and shields.  Wood can only be used to make bucklers and shields ([[elf|elves]] sometimes sell other pieces of wooden armor, but they are too large for dwarves).&lt;br /&gt;
&lt;br /&gt;
All of these materials are often available in abundance early on (although you may need to trade to get large quantities of [[leather]]).  They are also much lighter than most [[metal]]s.&lt;br /&gt;
&lt;br /&gt;
Metal armor is heavier than other armor, but it is significantly more protective; making it for your military dwarves is a good idea.  A full suit of chain- or plate-level armor, including a buckler or shield, can be made from metal, but not all metals can be used to make armor (barring a [[strange mood]]).  In order of increasing effectiveness (and decreasing weight), the armor-grade metals are [[copper]], [[bronze]] (and [[bismuth bronze]]), [[iron]], [[steel]], and [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
Bone and shell armour is made using the [[bonecarving]] labor at a [[craftsdwarf's workshop]].  Leather armor is made using the [[leatherworking]] labor at a [[Leather works]].  Wooden bucklers and shields are made using the [[carpentry]] labor at a [[Carpenter's workshop]].  Metal armor is made using the [[armorsmith]]ing labor at a [[metalsmith's forge]] or [[magma forge]].&lt;br /&gt;
&lt;br /&gt;
==Armor pieces==&lt;br /&gt;
===Head protection===&lt;br /&gt;
====Cap====&lt;br /&gt;
A '''Cap''' can be made of cloth, leather or metal, and can be considered a piece of clothing or armor, depending on that material. Caps made of [[metal]] are considered [[armor]] instead and are worn as part of the leather armor level.&lt;br /&gt;
&lt;br /&gt;
Currently{{version|0.28.181.40d}} civilian dwarves will never equip caps except those they arrive with, probably due to a bug.&lt;br /&gt;
&lt;br /&gt;
====Helm====&lt;br /&gt;
A Helm is a piece of [[armor]] covering the head.  It can be made from [[leather]], [[metal]], [[bone]] or [[shell]].  Helms made from leather, bone, or shell are part of the [[Armor#Armor_Levels|leather armor level]], while those made from metal are part of the [[Armor#Armor_Levels|chain and plate level]].&lt;br /&gt;
&lt;br /&gt;
Like with other armor, a soldier will pick a helm of a lower armor level if none of the designated level is available.&lt;br /&gt;
&lt;br /&gt;
===Torso protection===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Leather armor====&lt;br /&gt;
Leather armor is the least protective but simplest of the armors.  It is also light, and so does not slow down a dwarf who lacks the [[attribute|strength]] or [[armor user]] skill for heavier armor levels.  It is made, obviously, from [[leather]].  It can be worn as part of the leather armor level or under chain mail (but not plate mail).&lt;br /&gt;
&lt;br /&gt;
====Chain mail====&lt;br /&gt;
&lt;br /&gt;
Chain mail is made from two [[metal]] bars and is somewhat heavy.  It can be worn as part of the chain armor level or under plate mail.  A dwarf can wear multiple suits of chain mail (see [[layering]]).&lt;br /&gt;
&lt;br /&gt;
====Plate mail====&lt;br /&gt;
&lt;br /&gt;
Plate mail is made from three [[metal]] bars.  It is twice as heavy as chain mail, but provides even better protection.&lt;br /&gt;
&lt;br /&gt;
===Hand Protection===&lt;br /&gt;
====Gauntlets====&lt;br /&gt;
'''Gauntlets''' are a piece of [[armor]] worn around the hands. They are typically made from [[metal]] but can be made from [[bone]] or [[shell]]. They are part of both the plate and chain armor.&lt;br /&gt;
&lt;br /&gt;
Gauntlets are always made in pairs, one left and one right, but the quality of each gauntlet in a pair is not guaranteed to be matched to the other.&lt;br /&gt;
&lt;br /&gt;
===Leg protection===&lt;br /&gt;
====Leggings====&lt;br /&gt;
'''Leggings''' are the lesser of two types of [[armor]] that cover the upper legs (the other being [[greaves]]). They are made for either the [[leather]] armor (leather, shell and bone) or chain armor level.&lt;br /&gt;
&lt;br /&gt;
Leather, shell, and metal leggings are made from a single material (a piece of leather, a shell, or a metal bar, respectively).  Bone leggings require 3 stacks of bones, regardless of the stack size.&lt;br /&gt;
&lt;br /&gt;
Note that the specific type of leather, bone or shell (the [[creature]] or [[fish]] that was the source of those materials) has no effect on the quality of protection provided, only on the final [[value]] of the leggings manufactured.&lt;br /&gt;
&lt;br /&gt;
====Greaves====&lt;br /&gt;
[[Greaves]] are a heavier form of protection for the legs, and are [[Armor#Armor_Levels|plate armor]] level protection.  The term &amp;quot;greaves&amp;quot; is like &amp;quot;pants&amp;quot; or &amp;quot;leggings&amp;quot; - they come as a set,  you only need one &amp;quot;greaves&amp;quot; per dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Greaves''' are part of plate [[armor]] and cover the legs. An activated [[military]] dwarf set to use plate armor will use greaves if a set is available.&lt;br /&gt;
&lt;br /&gt;
They can be made from [[metal]] and [[bone]] but not from [[shell]]. &amp;quot;Greaves&amp;quot; are a single item, like &amp;quot;[[leggings]]&amp;quot; or &amp;quot;[[clothes|trousers]]&amp;quot; -  for one set of bone greaves you need 3 ''[[stack]]s'' of bones, no matter how many single bones are in the stacks; for one set of metal greaves you need 2 metal bars.  Even though bone greaves are part of the plate armor level, they are in between copper and bronze leggings in terms of protection.&lt;br /&gt;
&lt;br /&gt;
===Foot protection===&lt;br /&gt;
====Boot, low or high====&lt;br /&gt;
A '''boot''' is a type of [[shoe]] that only military [[dwarves]] will wear. They come in low boot or high boot varieties - high boots weigh more than low boots, but offer better protection.  Lightweight boots can be made of [[leather]] at the [[leather works]] as part of the [[leather armor]] set. Boots can also be made from various types of [[metal]] at a [[metalsmith's forge]] as part of both the chain and plate armor set. &lt;br /&gt;
&lt;br /&gt;
High boots provide protection for the lower leg as well as the foot, low boots only protect the feet.&lt;br /&gt;
&lt;br /&gt;
Boots are always made in pairs, but the [[quality]] of each is not guaranteed to be matched. Unlike gauntlets, they are generic - no left/right distinction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:203.98.31.34&amp;diff=58607</id>
		<title>User talk:203.98.31.34</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:203.98.31.34&amp;diff=58607"/>
		<updated>2009-11-24T07:45:22Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Aquifers in obsidian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aquifers in obsidian ==&lt;br /&gt;
&lt;br /&gt;
Are you sure you aren't either a) using a modded version of DF, or b) looking at an obsidian wall that appears to be leaking water because there is an aquifer in the z-level above?  Obsidian does not have the [AQUIFER] token in the raws, and chaos would ensue if the wall surrounding a magma pipe were an aquifer.  --[[User:LaVacaMorada|LaVacaMorada]] 07:45, 24 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=58520</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=58520"/>
		<updated>2009-11-21T20:24:51Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Constructed Ramps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dead Wagons on Depot Deconstruct Exploit ==&lt;br /&gt;
&lt;br /&gt;
You can take every item from a caravan by deconstructing a depot while the caravan is in it. The items aren't marked as stolen if you do this. But in the units screen, any wagons that were in the depot will appear as deceased. It's because the trader's wagon is a creature. Specifically, it's the center tile of the wagon. That's why the Depot Access view only shows where the center tile of the &amp;quot;wagon&amp;quot; can get to. I'd kind of like to point this out here, or perhaps on the page specifically about wagons, to identify the difference between the trade wagons and your starting wagon, which is a building.&lt;br /&gt;
&lt;br /&gt;
Also, Dwarves still won't siege you, and this particular exploit can make the game ridiculously easy if you only deconstruct on the Dwarven caravan.--Kydo 02:48, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That exploit is already discussed in this article.  And the distinction between embark wagons and trade wagons has (also) already been made clear on the [[wagon]] page (which the key word most users would Search for, I'd think - and where I'd think we should be having this discussion?) If you want to put a footnote in that article, so long as it isn't adding more confusion than clarification (that is, it doesn't devolve into pointless detail and supposition), more info can't be a bad thing.--[[User:Albedo|Albedo]] 15:03, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, the wagon article seems to focus almost exclusively with the starting wagon, and only mentions the trade wagons once. In fact, reading over it again, it only mentions trade ''caravans''. Nothing about the wagons therein, or the distinction. Still, I agree with you that this is more about the wagons than about that exploit, and the conversation should be over there, not here.--Kydo 02:48, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never seen more than two at a time before flooding my fortress. I didn't realize they could send more than two at a time. Kydo 14:20, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
:::::Auto Hotkey thingy. Heard it works wonders. Never tried it though.--[[User:Zchris13|Zchris13]] 15:19, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
::Just got something close happening. They entered the map, and were chased off the map by goblins then the merchant went melancholy and a pack mule went stark raving mad. The only difference here is that one of them was actually killed before they left the map, so it could be he was unhappy over that. But still surprised that the merchants can get these kinds of moods and even weirder that the animals can... [[User:Shardok|Shardok]] 10:38, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::They also immediately go crazy if they see a dwarf that's gone berserk.  Or at least seem to do so.  (Had a merchant go crazy immediately upon entering a map near a failed-mood berserk dwarf who i hadn't bothered to deal with because he had run away from where i was working.)  --[[User:Squirrelloid|Squirrelloid]] 12:03, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::is this still true?&amp;lt;br&amp;gt;i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD  will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/   --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can, it just requires 7 tiles instead of 3 --[[User:Nightwind|Nightwind]] 04:08, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've kept track over about 5 years.  The Dwarf caravans seem to arrive around the 15th or 16th of Limestone and leave about the same time in Sandstone.  The Human caravans seem to arrive around the 12th to 14th of Hematite and leave in Malachite.  I don't have any data yet for the Elves.  Once I get some more data points, I'll edit the wiki to add this info.  --[[User:Mithra|Mithra]] 17:11, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Here I've got elves arriving the 11th of Granite. [[User:Timst|Timst]] 09:14, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::16th of hematite for humans here. 40d. Elves 11th too --[[User:Höhlenschreck|Höhlenschreck]] 10:53, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::They're supposed to leave one month to the day after they arrive - that's the same day number, next month.  For me, I've seen dwarf caravans arrive as early as the 10th, and as late as the 17th (but usually toward the first part of that, 10-12th). (Usually right after the first dogs whelp, but that's from the Growers Almanac.)--[[User:Albedo|Albedo]] 11:24, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;br /&gt;
:::I've done some of my own testing and have found that '''all''' caravans follow this behavior - the less wood you have, the more caravans will bring. The trick is that with the human and dwarven caravans, the excess can be limited or eliminated outright if you've requested them to bring enough specific goods to reach their weight limit - if you go a year without making any requests, they'll bring tons of wood logs. An interesting way of manipulating this further is to simply '''forbid''' all of the logs in your fortress before the caravan arrives - doing this, I've made the elves bring nothing but wood when they would otherwise bring their typical goods (tested with save backups as well). Incidentally, actually requesting wood logs via the liaison doesn't really help much, since a maxed out request only makes them bring '''4''' logs of each type (which is near useless with the dwarves). --[[User:Quietust|Quietust]] 05:47, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Trade Depot Color==&lt;br /&gt;
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?&lt;br /&gt;
&lt;br /&gt;
:As far as I understand is the last stone for the color (or was it the first one?) --[[User:NobbZ|NobbZ]] 10:50, 23 February 2009 (EST)&lt;br /&gt;
::I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -[[User:Fuzzy|Fuzzy]] 09:49, 5 March 2009 (EST)&lt;br /&gt;
:::I just built a trade depot out of 3 Orthoclase (yellow) and it turned out where about half of it was yellow and half was white. Not like a two tone either, just blotches of yellow and blotches of white... [[User:Shardok|Shardok]] 04:11, 7 August 2009 (UTC)&lt;br /&gt;
::::Sounds like that might be a screen (or eye) problem. [[User:Arkenstone|Arkenstone]] 16:43, 19 August 2009&lt;br /&gt;
:::::No... It's nothing like that. It's where different &amp;quot;block&amp;quot; of the Trade Depot appeared different colors. So, like some parts would have yellow blocks in it, where other parts would have white blocks. So... like...&lt;br /&gt;
&lt;br /&gt;
WWWYW&amp;lt;br&amp;gt;&lt;br /&gt;
WWYYY&amp;lt;br&amp;gt;&lt;br /&gt;
WWWYY&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWY&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But not exactly that, I can't remember the exact design of it. [[User:Shardok|Shardok]] 01:05, 20 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== stealing animals ==&lt;br /&gt;
&lt;br /&gt;
One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any [http://www.dwarffortresswiki.net/index.php/Fun fun] to be had from this?)&lt;br /&gt;
&lt;br /&gt;
: What happens when you [[kennel|train]] it into a war dog? or, for that matter, does the game recognize it as an animal that can be [[kennel|tamed]]? --[[User:FJH|FJH]] 15:15, 25 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buggy behavior with sieges==&lt;br /&gt;
&lt;br /&gt;
In my current game the dwarven caravan arrived, followed immediately by a goblin siege.  I crushed the siege but a couple caravan guards and a pack animal were killed.  A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason.  Then I got the message that the caravan was leaving but they didn't actually go.  Has anyone else experienced anything like this?  Any way to fix it?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 23:43, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem.  The survivors started moving off the map and the wagons immediately pulled out of the depot. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:20, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Limited Caravan Accessiblity ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message &amp;quot;Their wagons have bypassed your inaccessible site.&amp;quot; I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)&lt;br /&gt;
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lazy dwarves ==&lt;br /&gt;
&lt;br /&gt;
I just had a Human Caravan.&lt;br /&gt;
&lt;br /&gt;
None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labours- ALL of his labours- to get him to speak with the diplomat following him about like a lost puppy.&lt;br /&gt;
&lt;br /&gt;
Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?&lt;br /&gt;
&lt;br /&gt;
== Attacked caravan slowed down - bug? ==&lt;br /&gt;
&lt;br /&gt;
All right, I was in my third or so year. Autumn came and the dwarven caravan showed up - along with a Goblin ambush. Naturally the two fought in front of my fortress (with some strategic ranged support from my marksdwarves). Of the three wagons, one was destroyed (phat lewt!). Thing is, once the Goblins were taken out of the pricture one of the wagons moved *very* slowly - slow enough, in fact, that it didn't even get into the trading depot before I got the message that the caravan was going to leave soon. The wagon froze at the edge of the depot, two steps shy of getting into position, and then they both just sat there - I never even got the option to trade with them :-/ Has anyone else encountered a similar issue or did my game just have a bout of cranial flatulence?&lt;br /&gt;
&lt;br /&gt;
: I have seen my caravan ambushed by goblins (killing the ambush) and then retreat... No trade this season. I guess this kind of behaviour should go in the main page [[User:MathFox|MathFox]] 17:43, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It seems that when you request a large amount of heavy (literally) goods, the wagon (which actually counts as a creature that hauls items) might become encumbered and move very slowly. It might even be unable to reach the trade depot before the merchants leave, especially if the map forces it to move along a long path between trees. I might wrong, this needs testing. [[User:Mateusz|Mateusz]] 16:19, 5 September 2009 (UTC)&lt;br /&gt;
::''(Moved from [[bug]] main article by --[[User:Albedo|Albedo]] 18:11, 5 September 2009 (UTC))''&lt;br /&gt;
&lt;br /&gt;
== requested items ==&lt;br /&gt;
&lt;br /&gt;
Any time I request specific items... the next caravan turns up with exactly 1 of each item and nothing else.&lt;br /&gt;
&lt;br /&gt;
So I get caravans turning up with a total of say 6 items.&lt;br /&gt;
&lt;br /&gt;
Any suggestions?[[User:GarrieIrons|GarrieIrons]]&lt;br /&gt;
:Not sure. Maybe it depends on the actual availability of said items? In one game where I played in a pretty barren area and I asked my dwarven traders to bring lots of wood and they brought like 60 something of it the next season. When asking for meat, they bring plenty of it as well. What are you trying to request though? I requested some flux stone once and only got 6 flux stone rocks.--[[User:Smjjames|Smjjames]] 12:35, 29 May 2009 (UTC)&lt;br /&gt;
::example: various types of leather - I got 1 of some of the types.&lt;br /&gt;
::I think maybe  I didn't send out enough value last time and I may have just made the same mistake. I'm trying too hard to get &amp;quot;value&amp;quot;.[[User:GarrieIrons|GarrieIrons]] 06:32, 30 May 2009 (UTC)&lt;br /&gt;
:::I also suspect it has to do with the avialability at the mountainhome - i get huge loads of requested wood, meat and specific types of leather, but bit coal, lignite, pig iron, steel bars and charcoal always only come in small amounts like, 6, though still more than when i do not request them (zero :( ) --[[User:Höhlenschreck|Höhlenschreck]] 20:20, 19 June 2009 (UTC)&lt;br /&gt;
::::It is of course also limited by the total capacity of the caravan. In the first two years its easy to &amp;quot;push out&amp;quot; all the crap they normally bring with requests. Later they will bring everything, and more of, what you request, but still not necessarily &amp;quot;much&amp;quot;.. --[[User:Birthright|Birthright]] 15:23, 23 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merchant turned friendly ==&lt;br /&gt;
Bug or feature? A macedwarf that came with the caravan lagged a bit behind when leaving and stopped 2 tiles from the border. When i checked with 'u' he had turned friendly. Now he's standing there guarding.. --[[User:Höhlenschreck|Höhlenschreck]] 20:16, 19 June 2009 (UTC)&lt;br /&gt;
:This happens whenever the merchants have all left and soldiers are left over. He will leave eventually. --[[User:Birthright|Birthright]] 15:19, 23 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forbidden Items? ==&lt;br /&gt;
&lt;br /&gt;
I've never had green glass items refused by Elves, on my current or any other map.  My main export to everyone is green glass goblets on any map that supports cheap glass.  I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error ==&lt;br /&gt;
I just had my first time ever true crash of DF - right on arrival of human caravan i got a message smth like &amp;quot;fatal error: nemesis failed to load unit&amp;quot;. What does this mean and how do i find out if this is a known bug and where do i report it if not? --[[User:Confused|Confused]] 12:27, 3 August 2009 (UTC)&lt;br /&gt;
:Okay, google was my friend. For some odd reason all the files accompanying world.sav were gone, that causes this error. --[[User:Confused|Confused]] 16:09, 3 August 2009 (UTC)&lt;br /&gt;
::C - you're on the forums - you haven't ever heard of this?  See [http://www.bay12games.com/forum/index.php?topic=34936.0| Nemesis Errour]--[[User:Albedo|Albedo]] 18:51, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Self-Deconstructing Wagon? ==&lt;br /&gt;
&lt;br /&gt;
I had a human caravan enter my map, and right where they entered was a group of bonobos. I was accustomed to the caravans plowing right through animals with no consequences, but this time, the wagon exploded as it touched the bonobo. The wagon was nowhere to be seen afterward, just all the trade goods it was carrying (in addition to one kapok log, which I suspect the wagon was built from). The rest of the caravan promptly ran away. The only thing I had built there was a rock block road. Has anyone else had anything like this happen, and if so, under what circumstances? --[[User:King of the Internet|King of the Internet]] 00:35, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That happens when a wagon is killed, all of the goods fly out, the Bonobo probably attacked it, and the rest of the traders always run away if a caravan is destroyed.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:42, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I had this happen to me too.  A caravan arrive just as a bunch of Orcs did.  I wasn't watching, but they must have toasted one wagon and the caravan fled off the map.  It was frustrating for two reasons. First, being on the very edge of the map, the clean up was terrible, and second, all the items dropped were marked as stolen.[[User:Kwieland|Kwieland]] 15:54, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:So should it be noted on the page that normally-passive animals can attack the caravan, sending everyone back home? --[[User:King of the Internet|King of the Internet]] 21:22, 15 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== D hotkey removed in .40d? ==&lt;br /&gt;
&lt;br /&gt;
I tried to see which paths the caravan could take using D: nothing came up, and it's not on the hotkey menu.&lt;br /&gt;
&lt;br /&gt;
Edit: Nevermind, it's back. Don't know where it went. @_@&lt;br /&gt;
: You need a trade depot so you can use the command. As soon as you'll order to build a trade depot, you can use it. It'll be all red, until the trade depot is constructed. --[[User:Karl|Karl]] 12:43, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Offering to the Elves ==&lt;br /&gt;
&lt;br /&gt;
In an attempt to piss off the Elves, I offered them a piece of raw clear glass and they happily accepted it. Last I checked, they dislike clear glass because of the pearlash used in its construction. Attempting to '''trade''' them tower-cap logs, however, was successful in getting them angry, as was simply seizing their 30 bins of cloth. --[[User:Quietust|Quietust]] 00:11, 19 October 2009 (UTC)&lt;br /&gt;
:Just now, I attempted to offer them a tower-cap log and they were annoyed as a result. Exactly why they accepted a piece of raw clear glass last time is beyond me... --[[User:Quietust|Quietust]] 00:56, 21 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weird Bug ==&lt;br /&gt;
&lt;br /&gt;
For some reason goblets won`t show up in the trade screen. I have some 200 very close to the Depot but they won´t show. I tried forbidding/claiming them to no avail, i aslo tried to make a goblet dump in the depot but that didn´t work either. Anyone else had this happen?&lt;br /&gt;
: Do any of your nobles like goblets? One of them may have [[Mandate#Export Bans|forbidden goblets from being exported]]. See [[Trading#Move Goods to/from Depot]] and try {{k|m}} in the item selection screen. --[[User:HebaruSan|HebaruSan]] 13:35, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Constructed Ramps ==&lt;br /&gt;
&lt;br /&gt;
It seems that wagons cannot pass over constructed ramps. Could someone add that to the page? [[Special:Contributions/76.184.150.59|76.184.150.59]] 16:47, 21 November 2009 (UTC)&lt;br /&gt;
:They can definitely travel '''along''' constructed ramps. Oddly, they can even travel along constructed ramps that aren't braced by walls on the proper side. --[[User:Quietust|Quietust]] 20:01, 21 November 2009 (UTC)&lt;br /&gt;
::One of my fortresses has its entrance outdoors, only accessible by constructed ramps.  Wagons use them all the time.  I also tried building a ramp in the middle of the wagon path in another fortress (not that such a ramp could ever be useful) and it still shows as accessible.  Are you sure you're using ramps correctly?  (They have to be next to natural or constructed walls, not just floors on the next level.) --[[User:LaVacaMorada|LaVacaMorada]] 20:24, 21 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Muskox&amp;diff=58508</id>
		<title>40d Talk:Muskox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Muskox&amp;diff=58508"/>
		<updated>2009-11-21T09:11:08Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Yield from slaughtering calves? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With HORSES? are you sure? --- [[User:Zaratustra|Zaratustra]] 00:34, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I highly doubt that claim.  I've had a fort that has had one female muskox for the past two years and a whole bunch of horses.  And yet no muskox calves. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Bouchart|Bouchart]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== role ==&lt;br /&gt;
&lt;br /&gt;
''Muskoxen are available as domestic haulers ''&lt;br /&gt;
This sorta implies they can be used in-game. I am assuming though they are only useful for hauling at the &amp;quot;embark&amp;quot; stage?&lt;br /&gt;
&lt;br /&gt;
If they can be used in-game - then maybe there should be a page for [[domestic hauler]] or [[beast of burden]] or something?[[User:GarrieIrons|GarrieIrons]] 04:33, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
that hasn't been improvised as of yet for carrying around things for players..--[[Special:Contributions/98.155.18.87|98.155.18.87]] 03:06, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Genders on embark ==&lt;br /&gt;
I got one male and 3 females, is this normal? I bought two from the embark menu and got two for &amp;quot;free&amp;quot; Is there always one bull and the rest are females to maximize the amount of calves?&lt;br /&gt;
--[[User:LASD|LASD]] 16:25, 7 May 2008 (EDT)&lt;br /&gt;
:The RNG just gave you two female muskox for pulling your wagon. You took along an extra two, which were determined by the &amp;quot;one male, then one female&amp;quot; clause. --[[User:GreyMario|GreyMario]] 16:40, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Yield from slaughtering calves? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know off-hand how long it takes for the calves to reach maturity, and what the yield from slaughtering them before then is? --[[Special:Contributions/220.255.7.102|220.255.7.102]] 08:16, 21 November 2009 (UTC)&lt;br /&gt;
:Muskoxen, like most (although not all) animals, have CHILD:1, so they grow to maturity after 1 year.  Slaughtering a young animal always gives 2/3 of the meat, bones, and fat that an adult gives.  --[[User:LaVacaMorada|LaVacaMorada]] 09:11, 21 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=58471</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=58471"/>
		<updated>2009-11-19T21:29:11Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* List of metals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars'''* of pure metal. It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses and/or [[Item value|value]]. The metal bars resulting from [[smelting]] are used to make items such as [[weapon]]s, [[armor]], [[furniture]], and [[crafts]] at a [[Metalsmith's forge|forge]]. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of a stone (3) to that of a bar* (5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal.&lt;br /&gt;
&lt;br /&gt;
:''(* except [[adamantine]], which produces &amp;quot;wafers&amp;quot; instead of bars)''&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only 10 pure metals in Dwarf Fortress (plus [[Adamantine]]).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another 15.  In some cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour, though many alloys result in no overall increase in utility or [[Wealth|created wealth]]. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the table, below.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of, to increase the value of the bars created, and/or to create items with distinct colours (for instance, [[rose gold]] is purple) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). In some cases ([[bronze]], for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one [[smelter]] task, bypassing the need to first make bars of the pure metals (and thus using only 1 fuel to produce multiple bars).  With one [[Billon|exception]] (which can be viewed as a bug), the number of bars used to create an alloy always equals the number of bars produced; # in = # out.&lt;br /&gt;
&lt;br /&gt;
In terms of maximizing total material value, currently{{version|0.28.181.40d}} [[tin]] should be made into [[fine pewter]] or [[bronze]] or [[bismuth bronze]] (depending on availability of the necessary ores), and [[zinc]] should be made into [[brass]]. Almost all alloy reactions involve copper, so if [[copper]] is in limited supply on your map (and you wish to maximize value), it should be used for [[fine pewter]]. If you wish to maximize armour and weaponry, use copper for bronze or (better, to stretch it more) bismuth bronze.  [[Nickel]] and [[lead]] do not form monetarily profitable alloys.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
:*2 tin, 1 copper, plus 1 lead ''(worth 2 each, or 8)'' can form '''either''':&lt;br /&gt;
:: 4 [[lay pewter]] ''(worth 3 each, or 12)'', &lt;br /&gt;
::'''or''' &lt;br /&gt;
::3 [[trifle pewter]] ''(worth 4 each, or 12)'' plus the 1 lead ''(14 total, a better value)''.&lt;br /&gt;
:*1 copper, 1 zinc, plus 2 nickel ''(worth 2 each, or 8)'' can form '''either''':&lt;br /&gt;
::4 [[nickel silver]] ''(worth 3 each, or 12)'', &lt;br /&gt;
::'''or''' &lt;br /&gt;
::2 [[brass]] ''(worth 7 each, or 14)'' plus the 2 nickel ''(18 total, a better value)''.&lt;br /&gt;
&lt;br /&gt;
However, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].  Lay pewter may be necessary for [[strange mood]]s or [[mandate]]s, as is true for ''any'' material.&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see [[smelting]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{Metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Adamantine]]|color={{Tile|*|#0ff|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;3:3:1&amp;lt;/font&amp;gt;|ore=[[Raw adamantine]]|wpn=x 5.00|other=Everything except beds|dens=0.200|val=300|valinc=+50}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Aluminum]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=[[Native aluminum]]|wpn=|other=|dens=2.70|val=40|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Bismuth]]|color={{Tile|*|#f0f|#800080}}&amp;lt;font color=#F9F9F9&amp;gt;5:5:1&amp;lt;/font&amp;gt;|ore=[[Bismuthinite]]|wpn=|other=only for Bismuth Bronze|dens=9.78|val=2|valinc=+1}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Copper]]|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|ore=[[Copper nuggets]], [[Malachite]], [[Tetrahedrite]]|wpn=x 0.66|other=|dens=8.93|val=2|valinc=+0, +0, -1*}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Gold]]|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|ore=[[Gold nuggets]]|wpn=|other=|dens=19.32|val=30|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Iron]]|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|ore=[[Hematite]], [[Limonite]], [[Magnetite]]|wpn=x 1.00|other=[[Anvil]]s|dens=7.85|val=10|valinc=+2}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Lead]]|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|ore=[[Galena]]|wpn=|other=|dens=11.34|val=2|valinc=-3*}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Nickel]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=[[Garnierite]]|wpn=|other=cheap magma safe material|dens=8.80|val=2|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Platinum]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=[[Platinum nuggets]]|wpn=|other=|dens=21.40|val=40|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Silver]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=[[Silver nuggets]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |wpn=x .50*|other=No [[pick]]s or [[crossbow]]s|dens=10.49|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Tin]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=[[Cassiterite]]|wpn=|other=|dens=7.28|val=2|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Zinc]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=[[Sphalerite]]|wpn=|other=|dens=7.13|val=2|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{Metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Billon]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=[[Copper]] + [[Silver]]|wpn=|other=|dens=8.93|val=6|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Bismuth bronze]]|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|ore=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|wpn=x 0.75|other=|dens=8.25|val=6|valinc=+4}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Black bronze]]|color={{Tile|*|#800080|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;5:6:0&amp;lt;/font&amp;gt;|ore=2 [[Copper]] + 1 [[Silver]] + 1 [[Gold]] '''!'''|wpn=|other=|dens=8.93|val=11|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Brass]]|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|ore=[[Zinc]] + [[Copper]]|wpn=|other=|dens=8.55|val=7|valinc=+5}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Bronze]]|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|ore=[[Tin]] + [[Copper]]|wpn=x 0.75|other=|dens=8.25|val=5|valinc=+3}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Electrum]]|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|ore=[[Silver]] + [[Gold]]|wpn=|other=|dens=8.65|val=20|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Fine pewter]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=3 [[Tin]] + 1 [[Copper]]|wpn=|other=|dens=7.28|val=5|valinc=+3}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Lay pewter]]|color={{Tile|*|#008080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;3:7:0&amp;lt;/font&amp;gt;|ore=2 [[Tin]] + 1 [[Copper]] + 1 [[Lead]] '''!'''|wpn=|other=|react=|dens=7.28|val=3|valinc=+1}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Nickel silver]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore= 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]] '''!'''|wpn=|other=|dens=8.65|val=3|valinc=+1}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Pig iron]]|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|ore=[[Iron]] + [[flux]] stone + [[refined coal]] '''!'''|wpn=|other=Only used to make steel|dens=7.85|val=10|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Rose gold]]|color={{Tile|*|#f0f|#800080}}&amp;lt;font color=#F9F9F9&amp;gt;5:5:1&amp;lt;/font&amp;gt;|ore=3 [[Gold]] + 1 [[Copper]] '''!'''|wpn=|other=|dens=19.32|val=23|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Steel]]|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|ore=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[refined coal]] '''!'''|wpn=x 1.33|other=[[Anvil]]s|dens=7.85|val=30|valinc=+20}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Sterling silver]]|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|ore=3 [[Silver]] + 1 [[Copper]] '''!'''|wpn=|other=|dens=10.49|val=8|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name=[[Trifle pewter]]|color={{Tile|*|#c0c0c0|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;7:3:0&amp;lt;/font&amp;gt;|ore=2 [[Tin]] + 1 [[Copper]]|wpn=|other=|react=|dens=7.28|val=4|valinc=+2}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the [[fuel]] used in that creation.  See the article for that alloy or [[smelting]] for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only [[bar]]s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Weapons/Armor''' is the damage/blocking multiplier for weapons and armor in combat. Unless otherwise noted, any metal that can be used for weapons can also be used to make ammo, picks, and crossbows.&lt;br /&gt;
::''*Silver has a 50% armor multiplier, but can't voluntarily be used to make armor. However, a dwarf with a [[strange mood]] might forge armor out of any material, including silver.'' &lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine it's worth.&lt;br /&gt;
:*'''Difference''' indicates the difference between the average [[value]] of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either [[tetrahedrite]] or [[galena]] is +1.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=58470</id>
		<title>40d Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=58470"/>
		<updated>2009-11-19T21:14:57Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Avoiding a Hammering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dump the hammer==&lt;br /&gt;
I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- [[User:Raumkraut|Raumkraut]] 13:56, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nice find, why not add that to the article?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- [[User:Rkyeun|Rkyeun]] 17:18, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I also remember seeing horror stories from the 2D version where, if the Hammerer lost both his arms, he would BITE people as punishment.  And tear their heads off with his jaws, walking around with dwarf chunks in his mouth.  A hammerer with no arms is way more dangerous than you might think; if he loses his arms, make sure he loses his head too! --[[User:Sowelu|Sowelu]] 02:19, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It seems unlikely.  A hammerer who lost both his arms would also be losing consciousness constantly.--[[User:Maximus|Maximus]] 03:46, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::is this still true? i have the hammerer's hammer designated as A) forbidden, and B) for melting (even though it's a work of art). it's been almost a year, and he's still not dropped it, and it's the only thing available for melting, but an alert pops up saying &amp;quot;smelter cancels melt a metal object: needs melt-designated item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::::Dwarves won't melt something that somebody is carrying, and they won't do squat with something that's forbidden.  They will, however, ''dump'' an object that's being carried/worn.  So try unforbidding the hammer and marking it for dumping.  When it gets dumped, go to the dump zone, reclaim it, and mark it for melting. --[[User:LegacyCWAL|LegacyCWAL]] 12:01, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yep, done that. taken it off both 'melt' and 'forbid', set it to be 'dumped', and he's still carrying it around. looks like it's not possible anymore :/   thank goodness i built that prison block! xD&lt;br /&gt;
&lt;br /&gt;
::::::Have you remembered to set a garbage dump zone? I'm on 40d and had no problem dumping my hammerer's hammer. It might just take a while for someone to come and take it off him. --[[User:Paradigmlost|Paradigmlost]] 13:45, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::yeah, that must have been it. i assumed he'd just drop it, if not dump it himself. he didnt have it equiped when i locked him in his room, so it must have been dumped at some point x]  bit too late, but.. better late than never :]  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::::i found the reason it wasnt dumped (or, may have a possible reason). i think i designated it from the 'stocks' menu, and on the [[Stone management]] wiki, it stated that it requires 'some bookkeeper labour' to designate stones for dumping from the stocks menu. since i was moving my bookkeeper to a more appropriate housing block with the other nobles, he didnt have a desk to work off. hence, it was never confirmed, and didnt happen.  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
==Arrives with Baron==&lt;br /&gt;
Can anyone verify this?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
:I've had this happen recently; that is, the hammerer and baron arriving together.  I've only had a baron arrive once, however, so this is hardly conclusive.  Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--[[User:Dadamh|Dadamh]] 14:59, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This isn't true. I've just received the hammerer along with the count and the tax collector. No baron ! --[[User:Rep|Rep]] 22:04, 13 April 2009 (UCT)&lt;br /&gt;
&lt;br /&gt;
: ''The Baron may be promoted (or displaced by order of noble rank) into/by the Count'' (From the [[baron]] article) (And don't forget to sign your message :P) --[[User:Karl|Karl]] 22:28, 13 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finished off a goblin invader ==&lt;br /&gt;
&lt;br /&gt;
Just fended off my second invasion of goblins first with trolls.(I love cage traps)&lt;br /&gt;
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer. I'd like to give him a hammer (a weak one) for effort :) My point is that he'll help fighting.--[[User:Seaneat|Seaneat]] 18:18, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Avoiding a Hammering==&lt;br /&gt;
This page would seem like a good place to put advice on how to avoid getting your dwarves hammered (and not in the good way.) Does putting the full amount of guards and cages prevent dwarves violating work orders being sentenced to hammerings?--[[User:Pyrite|Pyrite]] 07:45, 18 December 2008 (EST)&lt;br /&gt;
:Mostly. The default sentence for any offense is jail time. To be able to sentence your dwarf to jail time, you need to have a free guard to escort the offender to jail and you need a chain or cage to put them in. It's only if they try to put your dwarf into jail and fail that they get hammered. It's still possible to get more people arrested than you have restraints, unless you have a restraint for every dwarf. There was a case in one of my forts where my Mayor decided ''post facto'' that crowns could not be exported... right after I'd just put out a big shipment of them. I had 34 dwarves sentenced and only 15 (the recommended amount) restraints. The hammerer had a very bloody time of it... Kind of a shame that the mayor wasn't one of the offending haulers.&lt;br /&gt;
:Also, as I think is noted somewhere above, if you have no guards and no restraints designated as a jail, the noble gets an unhappy thought for not being able to punish anyone (on top of unhappines over not having the mandate filled if that's the offense) but there's no jail time and no hammering because there was no failure to get the offender to jail. One side effect of this is that tantruming dwarves are not stopped as effectively. -[[User:Fuzzy|Fuzzy]] 09:04, 18 December 2008 (EST)&lt;br /&gt;
::In 40d, there is no way to avoid a hammering. As a test, I deliberately violated an export ban, and 4 dwarves were found guilty - two were jailed, and the other two received 5 hammerstrikes each, even though I had 24 unoccupied jail cells and 20 active fortress guards. --[[User:Quietust|Quietust]] 18:19, 19 November 2009 (UTC)&lt;br /&gt;
:::You can delay a hammering (almost) indefinitely by locking the hammerer in a [[Unfortunate accident|madhouse]].  --[[User:LaVacaMorada|LaVacaMorada]] 21:14, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Trap/kill the Hammerer==&lt;br /&gt;
is it possible? both to trap him, and/or kill him? and if you do either, is he replaced?&amp;lt;br&amp;gt;he's already killed one of my champion wrestlers for failing a mandate (no idea why it was him; i assume it's linked to his former job, although i'm really not sure), and now he's whacked (literally) a peasant, with no skills (he was just hauling wood!) - instantly killing him. i want him dead! :|  --[[User:DJ Devil|DJ Devil]] 13:17, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;standard&amp;quot; method for dealing with misbehaving nobles is to turn their room into a drowning chamber, or to throw them into a 20z pit.  If you're in a hurry, you can always just lock him in his room until he dies of starvation or thirst. There's plenty of other, more imaginative ways though.  --[[User:LegacyCWAL|LegacyCWAL]] 15:29, 7 March 2009 (EST)&lt;br /&gt;
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::will he be replaced, though? i dont want another one showing up with the next wave x]  nor do i want my mayor to take up the position :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I think he will.  Of course, you don't have to let ''him'' live either.  And your mayor won't do any noble's job except his own. --[[User:LegacyCWAL|LegacyCWAL]] 12:13, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::he's been safely disposed of, and his weapon is being used by one of the n00bs sparring in the barracks :]  he's not been replaced so far, but if one comes during the next wave of immigrants, he'll get the same treatment. let's hope he brings with him another steel axe; it's in short supply on my map :x  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::One thing you could try to stop a replacement coming is locking him in his rooms (and building a wall over the door just to make sure) and channelling a hole above. Make it a dumping zone and throw some food and drink in every now and again - make sure there's a food stockpile in there so it won't rot, and remember to unforbid it all after it's been dumped. You could even carve the room and put plenty of furniture in there and you could very well end up with an ecstatic hammerer, living out his days walled into his rooms, never to be heard from again. [[User:FangXianfu|FangXianfu]] 02:35, 13 May 2009 (UTC)&lt;br /&gt;
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::::::Just so you know, [[Unfortunate accident|there's a page on noble disposal.]]  No need to thank me.  --[[User:Smartmo|Smartmo]] 03:42, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== mandates ==&lt;br /&gt;
Will she ever make mandates? Might be added --[[User:Confused|Confused]] 19:57, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alcoholic Hammerers ==&lt;br /&gt;
I've stumbled across a rather bizarre bit of trivia. I've recently modded the game so that dwarves no longer need booze to get through the working day. (My justification for this heinous act is that this is a &amp;quot;transdwarven&amp;quot; fortress, meaning that they've been modified somehow to be no longer true dwarves, but dwarven cyborgs. Please don't judge me.) So, no booze in the fortress, and the whole place is running like a well-oiled machine. Except for the Hammerer. The Hammerer still needs alcohol, and is starting to work more slowly. Apparently, there's something special about the Hammerer that makes them consistently want to drink booze? Or do I just have a defective hammerer (she's apparently &amp;quot;slow to anger&amp;quot; and &amp;quot;sincere&amp;quot; and &amp;quot;often nervous,&amp;quot; and doesn't delight in slaughter. Now tell me that that's not non-hammerly)?  [[User:Mythsage|Mythsage]]&lt;br /&gt;
:A non-hammerly dwarf to go with your ABOMINATION of a fortress. Teetotaler dwarves?!?!?! Seriously though, I don't judge; mod the game any way you like, that's part of its beauty. ;)  [[User:JubalHarshaw|JubalHarshaw]] 04:12, 27 August 2009 (UTC)&lt;br /&gt;
::Heheh. Yeah, actually, &amp;quot;abomination&amp;quot; is a good way to describe it. But in a good way. Shiny, happy, experimental, vomit-covered abominations. Actually, it's not just restricted to hammerers. Any dwarf who &amp;quot;doesn't care about anything anymore&amp;quot; will need booze to get by. Of course, that usually means that by that time the dwarves have spent so much time in the military that it doesn't matter. But seriously. It's like dwarven depression or something. Truly, Toady One and ThreeToe are always like fifty steps ahead when it comes to modding.  [[User:Mythsage|Mythsage]] 9:23, 29 August 2009 (UTC).&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bidok&amp;diff=58450</id>
		<title>User talk:Bidok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bidok&amp;diff=58450"/>
		<updated>2009-11-19T07:53:13Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Cat Logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cat Logic==&lt;br /&gt;
&lt;br /&gt;
It may be pretty fast and reliable, but it'd be a mistake to call it 100% reliable.  Cats path through doors trying to get to vermin, usually.  If a rat teleports inside the gate -- and teleport they do -- you could have lava flooding prematurely ;) --[[User:Corona688|Corona688]] 16:58, 6 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:On the other hand you could use dog or horse - they don't have [VERMIN_HUNTER] tag so as long as you have proper meeting area they will try to go there, am I right? ^^ thats why I named this &amp;quot;animal logic&amp;quot; not only cats. I used Kittens just for funny example, maybe I should change that.. --[[User:Bidok|Bidok]] 09:36, 7 July 2009 (UTC)&lt;br /&gt;
::Real dwarves use [[megabeast]]s.  --[[User:LaVacaMorada|LaVacaMorada]] 07:53, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And gate ==&lt;br /&gt;
&lt;br /&gt;
I tried to come up with a design for some gate besides NOT and NOR, to cut down on the resources it would take to build computers in DF. After a few failures, I discovered that this AND gate seems to work pretty well. You can add it to your page if you like:&lt;br /&gt;
  #####&lt;br /&gt;
 ## &amp;lt;X##&lt;br /&gt;
 # ###D#&lt;br /&gt;
 ##D^X##&lt;br /&gt;
  #####&lt;br /&gt;
 # - wall&lt;br /&gt;
 ^ - pressure plate (output)&lt;br /&gt;
 X - wall grate/door (input)&lt;br /&gt;
 D - door unpassable to pets&lt;br /&gt;
 &amp;lt; - stairs (exit, which the animal seeks)&lt;br /&gt;
Or instead of using stairs, put the exit hall in one of three locations:&lt;br /&gt;
   # #        # #        # #  &lt;br /&gt;
  ## ##     ### #     #### #  &lt;br /&gt;
 ##  X##   ##  X##   ##  X##  &lt;br /&gt;
 # ###D#   # ###D#   # ###D#  &lt;br /&gt;
 ##D^X##   ##D^X##   ##D^X##  &lt;br /&gt;
  #####     #####     #####&lt;br /&gt;
It relies on the animal finding the shortest of two paths to the exit. This was the most efficient design I could think of - using a ladder to exit on a different z-level so that more gates can be fit into the same amount of space. You can see that it's really a loop; if you &amp;quot;rotate&amp;quot; each tile of the &amp;quot;loop&amp;quot; by two positions, you can put the exit hall at the tip of the shape... but when I did it that way the wall grates were difficult to build (they can't be built on a diagonal, so the dwarf gets trapped between them). It's less resources and faster than (NOT A) NOR (NOT B), making computing less tedious. --[[User:Sf17k|Sf17k]] 18:09, 16 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Computing&amp;diff=58416</id>
		<title>40d Talk:Computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Computing&amp;diff=58416"/>
		<updated>2009-11-18T00:57:53Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Water Clock Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I created this page because I think it's a very interesting part of the game for advanced players.  I'm not at all familiar with creating wiki pages, so if someone else who was familiar with the concepts could write a section or two themselves, that would be grand.  Right now I think it's been proven possible to create logical input and output gates using fluid dynamics, axles and gears, and even the movements of dwarves utilizing pressure plates.&lt;br /&gt;
&lt;br /&gt;
It was on the 4th of Galena 1097 that the Fortress 'The Net of Skies' became self-aware.  Panicked mechanics attempted to disengage the mechanisms, but the fortress interpreted this as an attack and designated all Dwarves as hostile... --[[User:WyldKarde|WyldKarde]] 13:17, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:A suggested component: The one-use lever.&lt;br /&gt;
&lt;br /&gt;
 ó _X_ ___ / = ramp X = door&lt;br /&gt;
 #&amp;quot; ¯ /### &amp;quot; = bridge&lt;br /&gt;
 #########&lt;br /&gt;
&lt;br /&gt;
:The lever has a Pull The Lever repeat job on it. The door only opens when access is required. Upon being pulled, the lever opens the bridge and drops the dwarf that pulled it. -- [[User:Zaratustra|Zaratustra]] 14:56, 23 November 2007 (EST)&lt;br /&gt;
:Problem detected: the lever doesn't obstruct, so the dwarf can be left hanging on the lever's tile.&lt;br /&gt;
&lt;br /&gt;
I think we should strive to include an example of an NAND gate and/or a NOR gate for each style since that's the bare minimum for operation.--[[User:AlBorland|AlBorland]] 22:09, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Machine logic ==&lt;br /&gt;
&lt;br /&gt;
The machine logic gates as they stand are incomplete.  The inputs are levers, but the outputs are machine components.  In order to connect a machine logic gate to another gate, the machine signal needs to be converted back into a lever signal.  The only way I can see to do that is with a water tank, a pump, and a pressure plate. --[[User:Peristarkawan|Peristarkawan]] 12:38, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Anthills ==&lt;br /&gt;
&lt;br /&gt;
Kudos to whoever mods ants to be trainable for borg machines...  Hex anyone? :D [[User:N35t0r|N35t0r]] 20:28, 8 December 2007 (EST)&lt;br /&gt;
: This would make that person my favoritest ever.  --[[User:Geofferic|Geofferic]] 01:36, 9 December 2007 (EST)&lt;br /&gt;
: Agreed. [[User:Madmadmadmage|Madmadmadmage]] 15:13, 9 December 2007 (EST)&lt;br /&gt;
:More specifically, Langton's ant...{{user:yrael/sig|on that note, two words: dwarf bread.|DATE=13:00, 12 May 2008 (EDT)}}&lt;br /&gt;
&lt;br /&gt;
== Fluid logic gates ==&lt;br /&gt;
&lt;br /&gt;
Link to original information is at [[User:Madmadmadmage/Logic_Gates]]. Moved to clean up page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Have you tested these at all? I translated your multi-level NOT gate into a form I could understand better after designing some gates myself, and looked at it. It doesn't look to me like it would work at all - First, water flows diagonally, so the water would just flow around the floodgate. Second, if water didn't flow diagonally, and you opened the floodgate because of an input signal, water from the reservoir would then hold the floodgate open by covering the pressure plate even if you shut off the input signal. You'd also need to do something other than just have the drain always open or you might not even trigger the pressure plate because it's draining too fast. --[[User:SL|SL]] 19:17, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
No, I did not test any of these. I forgot that water flows around corners; I usually work with straight passages and put my gates in places where it doesn't matter. I'll fix that. As for draining water, you're correct on one point: the water would drain off too fast to trigger the plates. It would drain out to one, so the part about it not draining out isn't a problem. The draining-too-fast problem can also be solved: set the plate to activate on any depth-two water. That would mean it would take a tiny bit longer to drain (although not much), but it would also make it open if any water at all were coming to the input. Additionally, minimizing delays would be very, very useful. Remember, these don't have to be all separated like I have them. You could design these with everything compressed into three-long channels (the minimum length of a NAND gate plus an input), which would greatly optimize performance. Maybe using something like an aquifer for the water source would also help. I'll have to build a fortress specifically to test fluid gates (translate as: dig through aquifer). Give me a few weeks. [[User:Madmadmadmage|Madmadmadmage]] 02:14, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've finished my own logic gates now - designed, built, and tested them all. They transfer signals between gates using mechanisms rather than water flow, but use water internally for processing logic. In addition to the standard gates (NOT, AND, OR, XOR, NAND, NOR), I've also made repeaters (repeatedly toggle two output signals) and memory gates (one input signal sets the gate's output to ON, the other input signal resets it to OFF - this is useful to replace one-use pressure plates with resettable versions). They only need to be built on top of a murky pool (with water in it), or an aquifer, brook, stream, river, dwarf-made cistern, whatever, and require power for one or two pumps each. I've posted them here [[User:SL/Logic_Gates]] for now, with all the information needed to build and use them, and advice on doing so. --[[User:SL|SL]] 13:30, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
These look really good to me. Since I rarely use screw pumps, I never even thought of using using them. They're slower to build than simple channels, but they're faster, more efficient, and far more predictable. Good idea. Secondarily, I'm moving my stuff to another page to make everything neater. Links to [[User:Madmadmadmage/Logic_Gates]] here and at the top of the section. [[User:Madmadmadmage|Madmadmadmage]] 20:19, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Practical applications ==&lt;br /&gt;
&lt;br /&gt;
::'''One-way door'''&lt;br /&gt;
Hi! I'm new here and I am not sure where to put this, but I thought that it may be helpful, and it could use some refinement, and I couldn't find it anywhere else...&lt;br /&gt;
&lt;br /&gt;
I noticed when trying to stop my civilians from having fun that if I locked the door whenever a dwarf was about to escape that they would find something else to do and give up on clearing that trap... While the dwarves outside generally just mill about waiting for the doors to open on account of having nothing else to do...&lt;br /&gt;
&lt;br /&gt;
So I made a door which closes whenever a dwarf walks up to it from one side, and has a lever to keep it open regardless...&lt;br /&gt;
:The one-way door:&lt;br /&gt;
 #  - wall&lt;br /&gt;
 D  - door&lt;br /&gt;
 R  - bottom of ramp&lt;br /&gt;
 -&amp;gt; - screw pump (west to east)&lt;br /&gt;
 &amp;lt;- - east to west&lt;br /&gt;
 _  - open space&lt;br /&gt;
 o  - vertical axle&lt;br /&gt;
 W  - unlimited water supply&lt;br /&gt;
&lt;br /&gt;
 1 - door connected to plate 1&lt;br /&gt;
 2 - lever connected to door 2&lt;br /&gt;
 3 - pressure plates connected to door 3, triggered by friendly dwarves(weight6)&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 ################&lt;br /&gt;
 2 D3333333331  D&lt;br /&gt;
   D3333333331  D&lt;br /&gt;
 ################&lt;br /&gt;
&lt;br /&gt;
:This is my current mechanism(lowest ground to highest ground):&lt;br /&gt;
&lt;br /&gt;
 1 - pressure plate connected to doors 1, triggered by water depth 0-2&lt;br /&gt;
 2 - door connected to lever 2&lt;br /&gt;
 3 - door connected to pressure plates 3&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 #######&lt;br /&gt;
 # R####&lt;br /&gt;
 # #####&lt;br /&gt;
 #     #&lt;br /&gt;
 #######&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 #######___&lt;br /&gt;
 ## 123&amp;lt;-__&lt;br /&gt;
 ###D###___ ####&lt;br /&gt;
 ## &amp;lt;-_#     &amp;lt;-_W&lt;br /&gt;
 ###D###    ####&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 #######&lt;br /&gt;
 ###  o#&lt;br /&gt;
 #######&lt;br /&gt;
 ##_-&amp;gt;&lt;br /&gt;
 #######&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 &lt;br /&gt;
 :it could probably be compressed into something more like this:&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 ############&lt;br /&gt;
 # 132&amp;lt;-_&amp;lt;-_W&lt;br /&gt;
 ############&lt;br /&gt;
 ---------------------------&lt;br /&gt;
 ############&lt;br /&gt;
 #_-&amp;gt; o _o  #&lt;br /&gt;
 ############&lt;br /&gt;
&lt;br /&gt;
:I have two requests, firstly, could this please be formatted and moved to somewhere good. And also, would someone please calculate how far a dwarven acrobat can travel before this will trigger, I have plates about 10 deep and some still get through...&lt;br /&gt;
&lt;br /&gt;
:Be advised that if anything is in the door when it is triggered it will remain open, to reset it the water must be removed from plate 1, this can be done by toggling lever 2 or persuading the dwarves to get off the plates 3...&lt;br /&gt;
[[User:RAM|RAM]] 04:33, 1 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm not too keen on attempting to read your diagram, so here's what I would do to create a door which closes when a dwarf steps near it but stays constantly open when a lever is set.&lt;br /&gt;
::[[Image:Onewaydoor.PNG]]&lt;br /&gt;
::Do tell me if you build it or need more details, optionally through #bay12games! --[[User:Zort|Zort]] 20:51, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Base 8? ==&lt;br /&gt;
It says in '''Fluid Logic''', &amp;quot;Fluid logic allows for computing in up to base 8.&amp;quot;  How does this work? Pressure plates cannot be made to distinguish between the 8 different water levels...  Of course, you could use many counters in such a way as to simulate base 8, but base 2 would be more natural. --[[User:Zort|Zort]] 20:04, 11 May 2009 (UTC)&lt;br /&gt;
:Pressure plates can distinguish between different levels, and can be set to go off at a range between any two numbers. They can also determine the difference between water and magma. It is at the bottom of the trigger menu. i2amroy 22:48, 11 May 2009&lt;br /&gt;
::Exactly. They can detect a range between two given numbers, but, if a plate is set to 0-4, it cannot distinguish between 5, 6, or 7, levels of water. --[[User:Zort|Zort]] 12:20, 12 May 2009 (UTC)&lt;br /&gt;
:::One way that computing in base eight could be possible would be to have a pressure plate that triggered at 7-7 water and whenever you were going to 'add' something, you add a certain number of water 1/7's to that pressure plate. Then, whenever the pressure plate had 7/7 water, it would trigger the pump once, drawing out one 7/7 block of water. This could then activate another pressure plate that would add one 1/7 block of water to another pressure plate. This then means that each 1/7 of water in the second pressure area equals seven 1/7 blocks of water in the first. This allows adding in base eight. Highly complicated, but it still works.  i2amroy 7:56 (MST), May 12 2009&lt;br /&gt;
::::Er, do you mean this:&lt;br /&gt;
::::[[Image:Prototypememory.PNG]]&lt;br /&gt;
::::Or do you mean a row of 8 pressure plates, each set to 1-1 (or some other level if I haven't thought about it enough)?  This row of plates I would personally consider to be binary, I suppose it doesn't matter.  Complexity is no obstacle for Dwarfputing. [[User:Zort|Zort]] 22:00, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A practical use for borg logic ==&lt;br /&gt;
&lt;br /&gt;
*I think that you could easily use borg logic in a (living) fortress to make a randomly changing labyrinth.  Have dozens of plates strewed across the floor of your main feast hall; each is connected to a 'memory' switch that does something random in the labyrinth, and/or clears a different switch.  Memory switches are very easily constructed should you have a chasm, where you can use gravity instead of a pump; said chasm is also often useful in populating said chasm with dangerous creatures. If you're clever enough to be able to build a 'clear all' switch, you can eventually make it so that the labyrinth inhabitants themselves are doing the computations for you! (something that's necessary if you want it to work in adventurer mode!)&lt;br /&gt;
::::::::::::::::::::::::::::::::::::::::::::::::--[[User:Arkenstone|Arkenstone]] 12:50, 9 August 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water Clock Questions ==&lt;br /&gt;
&lt;br /&gt;
I was thinking about creating a water clock for my fort so that I would not get surprised by the seasons every time.  However, there are a few items that might pose a bit of a problem for me here (not the least of which is the fact that this would be my first attempt at water logic) so I thought I would ask around and see if anyone knew some answers that might help me out.&lt;br /&gt;
&lt;br /&gt;
First, is the rate of water evaporation constant, or random?  If it’s random, I’m not sure this would work. I’m pretty sure I would need a constant value for the rate at which my various reservoirs would fill up.&lt;br /&gt;
&lt;br /&gt;
Second, does anyone know the number of steps in a season, how many steps it takes for a 6/7 tile of water to spread into two 3/7 tiles, and if steps are the right unit of measurement here?&lt;br /&gt;
&lt;br /&gt;
Thirdly, there is no thirdly.  That’s it.  Thanks for any input in advance.  [[User:Frewfrux|Frewfrux]] 19:26, 17 November 2009 (UTC)&lt;br /&gt;
:The rate of water evaporation is random.  This is easy to test by filling a large area with 1/7 water and watching it evaporate - it doesn't evaporate nicely in the order it filled.  I'm not sure about the answer to the second question.  --[[User:LaVacaMorada|LaVacaMorada]] 00:57, 18 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Limestone&amp;diff=58384</id>
		<title>40d Talk:Limestone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Limestone&amp;diff=58384"/>
		<updated>2009-11-17T08:52:18Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Limestone &amp;amp; 'coals' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Limestone &amp;amp; 'coals' ==&lt;br /&gt;
&lt;br /&gt;
Limestone is sedimentary rock, so there should be lignite/bituminous coal, but...&lt;br /&gt;
&lt;br /&gt;
I have explored like 2/3 of the hill my fortress is dug in, yet no coal.&lt;br /&gt;
&lt;br /&gt;
Limestone doesn't have coal or I just have terrible luck there?&lt;br /&gt;
&lt;br /&gt;
--[[User:Haspen|Haspen]] 19:23, 23 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
You have terrible luck. It can happen with any sedimentary that there is no bit. coal, no lign. or none of both on the whole map. Unfortunately coal is not that terribly common anywhere. I also have the impression that more coal can be found in the upper than in the lower levels, opposite to ore and valuable gems, so try digging in the upper more? If you do a 20 by 20 digging grid you should find all veins. --[[User:Birthright|Birthright]] 23:15, 23 August 2009 (UTC)&lt;br /&gt;
:Or you could peek with reveal --[[User:Birthright|Birthright]] 11:36, 24 August 2009 (UTC)&lt;br /&gt;
::Well, I always use exploratory mining. And reveal: Nay! No cheating while I live! It destroys the suprise :P --[[User:Haspen|Haspen]] 18:19, 24 August 2009 (UTC)&lt;br /&gt;
:::Me again. I believe the Wiki, but... I've found 3 patches of magnetite, 6 patches of bauxite, 11 veins of malachite, even goddamn calcite, and NO bit.coal/lignite. Please just cheer me up and say I have bad luck :P --[[User:Haspen|Haspen]] 21:40, 16 November 2009 (UTC)&lt;br /&gt;
::::From observation, it seems like mineral deposits aren't placed completely at random.  The process probably works something like this: Out of all the deposits that could possibly appear in a type of layer, some are chosen to appear (perhaps with different frequencies) in a particular layer of a particular biome, then that layer is randomly filled with deposits from that subset.  This explains why the same layer often has several clusters of the same type of gem, or why microcline (which is very common and is defined to appear in all layers) doesn't appear in every layer.  So you do have bad luck, but not the truly atrocious luck that it would take to have no coal if it was placed randomly.  --[[User:LaVacaMorada|LaVacaMorada]] 08:52, 17 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LaVacaMorada&amp;diff=58383</id>
		<title>User:LaVacaMorada</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LaVacaMorada&amp;diff=58383"/>
		<updated>2009-11-17T08:32:21Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Created page with '== List of fortresses ==  === Mörulkol ===  My very first fortress.  It wasn't pretty.  Highlights:  * I chose a location with a stream, a mountain, some trees, and …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of fortresses ==&lt;br /&gt;
&lt;br /&gt;
=== Mörulkol ===&lt;br /&gt;
&lt;br /&gt;
My very first fortress.  It wasn't pretty.&lt;br /&gt;
&lt;br /&gt;
Highlights:&lt;br /&gt;
&lt;br /&gt;
* I chose a location with a [[stream]], a [[mountain]], some [[tree]]s, and a [[temperate]] climate.  Unfortunately, it had no [[flux]], [[sand]], [[magma]], or any of the other things that I hadn't heard of yet.&lt;br /&gt;
* While learning the ropes, I came very close to losing this fortress four times - once when I lost my lone [[miner]] and pick to a cave-in, once to a [[goblin]] siege, and twice to famine.  Somehow, I survived.&lt;br /&gt;
* A lot of this fortress was located outdoors.  Once I figured out how to build defenses, I walled in a large area with several trapped entrances.&lt;br /&gt;
* I built a large underground [[aqueduct]], connected to the stream and controlled by a [[lever]] and a [[hatch]], to fill a cistern and irrigate some farmland.  Unfortunately, I didn't understand water pressure, and I built the lever in a place where it could become flooded.  Oops.  I eventually managed to drain the lever room and close the hatch.&lt;br /&gt;
* My [[tax collector]] demanded a [[coffin]] in his dining room.&lt;br /&gt;
* I was attacked twice by [[titan]]s.  One of them died to a spiked wooden ball [[trap]], and the other is now the main attraction at my zoo.&lt;br /&gt;
* I started a [[giant eagle]] breeding program, courtesy of the local [[elves]].&lt;br /&gt;
* This fortress is now a Mountainhome.&lt;br /&gt;
* Shortly after the [[king]] arrived, I built a makeshift arena and ordered several goblins dumped into it.  The king volunteered both to throw the goblins into the arena and to kill them afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Mözirolon ===&lt;br /&gt;
&lt;br /&gt;
In which I tried to apply what I learned from Mörulkol.&lt;br /&gt;
&lt;br /&gt;
Highlights:&lt;br /&gt;
&lt;br /&gt;
* I found a suitable 4x4 location at the convergence of a desert, hills, and a mountain.  It had some trees, sand, plenty of flux, and a brook.&lt;br /&gt;
* Early in the game, I discovered a chasm.  There weren't very many creatures there; just a single [[giant bat]], several [[naked mole dog]]s (all male), and some [[cave swallowmen]].&lt;br /&gt;
* I made a lot more use of [[z-level]]s than I did before, making the fortress much more efficient.&lt;br /&gt;
* I was attacked by a titan with only one foot.  I was hoping to capture her, but my lack of understanding of ramps allowed her to avoid my cage traps, and she was causing a lot of job cancellations as she limped towards the fortress.  I sent a few of my soldiers to put her out of her misery.&lt;br /&gt;
* The mayor banned the export of [[rope reed]] items as the caravan was leaving with a few hundred articles of decorated goblin clothing, some of which had rope reed images.  This resulted in a mass slaughter of my citizens by the [[hammerer]], followed by a [[tantrum]] spiral that reduced my fort's population from over 200 to about 70.&lt;br /&gt;
* Of the survivors, about 60 were children, military, or guards (mostly champions).  The rest were pump operators, who were isolated from the carnage both physically and emotionally.  I retrained the pump operators and rebuilt my workforce.&lt;br /&gt;
* After I rebuilt, I got yet another surprise export ban, this time from the duke.  In order to avoid another mass slaughter, I locked the hammerer in her room.  I channeled out the ceiling and put a garbage dump there to give her food and alcohol.  My bone carver has an outstanding sentence of 77 hammerstrikes and 1201 days in prison.&lt;br /&gt;
* I made several elaborate sculpture gardens, including waterfalls and very valuable [[statue]]s (one was an artifact, and another was a masterwork [[native platinum]] statue with over 3 pages of decorations).&lt;br /&gt;
* I bred as many types of animals as I could.  Most of them are in a cage weighing over 120,000Γ.&lt;br /&gt;
* Shortly after the queen arrived, I got bored with this fortress.&lt;br /&gt;
&lt;br /&gt;
=== Interlude: Boldolxah ===&lt;br /&gt;
&lt;br /&gt;
The next world that I generated had no [[goblin]]s.  I lost a couple of fortresses early on thanks to some aggressive wildlife, then tried adventure mode.  I managed to get an adventurer to the ruins of one of my fortresses, where she picked up a [[masterwork]] [[obsidian]] [[short sword]] and enough [[mug]]s to trade for some [[armor]].&lt;br /&gt;
&lt;br /&gt;
With the help of this equipment, I completed several quests.  I went to an [[elf|elven]] forest retreat hoping to get a quest from the druid, but accidentally attacked one of the elves.  Having incurred the wrath of the entire forest retreat, my adventurer managed to kill some of the elves, but a bowman eventually killed her.&lt;br /&gt;
&lt;br /&gt;
=== Åmstâkud ===&lt;br /&gt;
&lt;br /&gt;
In which I started playing with fire.  And water.&lt;br /&gt;
&lt;br /&gt;
Highlights:&lt;br /&gt;
&lt;br /&gt;
* This fortress was in the same world as the adventurer above.&lt;br /&gt;
* I chose a location with an [[aquifer]] and some [[magma]].  There was also a [[flux]] layer and plenty of [[sand]].  Although the region was labeled as [[hills]], it was completely flat.&lt;br /&gt;
* I lost a few dwarves early on because of [[fire imp]]s setting the world on fire and my dwarves ignoring it.&lt;br /&gt;
* Using the [[bauxite]] with which I embarked, I tapped into the magma pipe from the side and used it to fill a part of the aquifer layer with [[obsidian]].&lt;br /&gt;
* I was lucky enough to obtain an [[artifact]] [[chain]] and later an artifact [[bucket]], which I used to build a very nice [[well]] in an obsidian room above the aquifer.&lt;br /&gt;
* I found lots of [[copper]], but very little other [[ore]].  Fortunately, with no [[goblin]]s in the world, the strength of my [[armor]] was not a major concern.&lt;br /&gt;
* The adventurer mentioned above managed to start a war between the elves and the humans.  Although both of them got along with my dwarves, my human guild representative slaughtered an elf caravan, then died in a fistfight with an elf diplomat.&lt;br /&gt;
* The queen arrived, but showed up as &amp;quot;Friendly&amp;quot; rather than a member of the fortress.&lt;br /&gt;
&lt;br /&gt;
=== Akmamthol ===&lt;br /&gt;
&lt;br /&gt;
A fortress with some very unruly neighbors.&lt;br /&gt;
&lt;br /&gt;
Highlights:&lt;br /&gt;
&lt;br /&gt;
* For this fortress, I was looking for something a little more challenging.  I found a 4x4 area rich in both resources and challenges.  It had no [[magma]], but practically everything else: a [[goblin]] fortress, an [[evil]] forest, a [[chasm]], an [[underground river]], and [[adamantine]].&lt;br /&gt;
* A glance at the world history page for this world revealed only about 100 goblins in the whole world, a pretty small number given the large number of goblin fortresses.  Converted humans, elves, and dwarves made up the rest.  My &amp;quot;goblin&amp;quot; fortress had one actual goblin (not even the leader) and many dwarves with goblin names.&lt;br /&gt;
* To be continued...&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=58337</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=58337"/>
		<updated>2009-11-16T01:28:36Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Changes in elevation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquifer''' is a subterranean layer of [[water]]-bearing rock or [[soil]]. Attempts to mine through them will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Aquifers often follow the landscape, higher levels below hills, and dropping to lower levels in valleys.&lt;br /&gt;
&lt;br /&gt;
Be aware that a single aquifer layer will have water on that level ''plus'' the next level down, occupying 2 levels altogether.  A two-layer aquifer will occupy those two plus the next level down, totaling 3 levels, and so on.  That lowest level is leaking from above, not from the sides, but the water is still there and presents most of the same hazards for mining.&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers. They often span several rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*[[Soil|sandy clay loam]]&lt;br /&gt;
*[[Soil|silty clay loam]]&lt;br /&gt;
*[[Soil|loam]]&lt;br /&gt;
*[[Soil|sandy loam]]&lt;br /&gt;
*[[Soil|silt loam]]&lt;br /&gt;
*[[Soil|loamy sand]]&lt;br /&gt;
*[[Soil|silt]]&lt;br /&gt;
*[[sand]]&lt;br /&gt;
*[[Soil|yellow sand]]&lt;br /&gt;
*[[Soil|white sand]]&lt;br /&gt;
*[[Soil|black sand]]&lt;br /&gt;
*[[Soil|red sand]]&lt;br /&gt;
*[[Soil|peat]]&lt;br /&gt;
*[[Soil|pelagic clay]]&lt;br /&gt;
*[[Calcareous ooze]]&lt;br /&gt;
*[[Soil|siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*Puddingstone&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*[[Soil|clay]]&lt;br /&gt;
*[[Soil|silty clay]]&lt;br /&gt;
*[[Soil|sandy clay]]&lt;br /&gt;
*[[Soil|clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
'''Rule #1''' - Never dig &amp;quot;up&amp;quot; to find an aquifer, unless you are prepared for the subsequent flood. There will be '''no''' &amp;quot;damp stone&amp;quot; warning when digging up into an aquifer!&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways. Firstly, much more of your equipment will likely be made from [[wood]], especially early on, so it may help to be in a heavily forested area. Once you've established your [[fortress]] a bit, you will also be able to [[trade]] for [[stone]] and [[metal]]s if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will [[flood]] if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The speed method===&lt;br /&gt;
For multilayer aquifers, if your [[miner]]s dig fast enough more than one aquifer layer can be pierced .as of 40c one aquifer can drain into another. Ths allows work to be done from a layer down, but does not successfully pierce through all aquifer layers completely.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as [[sandstone]], it may be possible to tunnel down through deposits of [[ore]] such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a [[Utilities|utility]] like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of [[magma]], you can create your own [[obsidian]] caissons.  The water from the aquifer is not pressurized, so it is safe to dig [[channel]]s in aquifer;  then you cover them with magma to create patches of obsidian, and stop the flow of magma with more water.  You can now dig inside the patch without it flooding, but leave borders!  Don't remove &amp;lt;em&amp;gt;all&amp;lt;/em&amp;gt; the obsidian.&lt;br /&gt;
&lt;br /&gt;
The outcome when magma meets water seems to depend somewhat on the height of the magma and water and greatly on the number of magma and water squares.  In equal numbers open water usually seems to win, advancing against the magma when an obsidian square is dug away, but aquifers seem a little less potent.  One thing that works is to keep digging out obsidian until the water square is exhausted.&lt;br /&gt;
&lt;br /&gt;
Unlike normal exploratory mining, once you have created an obsidian barrier against the aquifer on one level, you cannot dig that out, even though it is not &amp;quot;damp stone&amp;quot;.  If you do, you will have breached the aquifer again, and must either seal that leak or pump the water out.  If you must go down through multiple levels, each level will shrink the area because of these borders, so be sure to channel larger areas than you think you need.  (On the bright side, the &amp;quot;level below an aquifer&amp;quot; is gone once you fill that level with obsidian - but only directly under what you created.)&lt;br /&gt;
&lt;br /&gt;
===The magma vent method===&lt;br /&gt;
Magma [[vent]]s have a dry area around it that may allow you to get past the aquifer with minimal effort. Just outside the magma is always a layer of obsidian, which is one of the many stones unable to hold aquifer water. Just beyond this obsidian will be a layer of the surrounding soil or rock which has been dried by the [[magma vent]]. Depending on the exact layout of your magma vent, you may be able to dig straight down next to it, or you may have to dig around a bit to find a workable path.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
*With a visible magma shaft, any tile that is not touching the magma on its Z-level (by edge or corner) is safe from magma, even if there is magma directly above it. &lt;br /&gt;
*Any tile which is not marked as damp is safe from the aquifer, even if there is a damp tile next to it. (This is ''not'' true if you have used the magma/obsidian method, below!)&lt;br /&gt;
*To find the water-safe tiles, you can dig down [[stair]]cases on the floor above, which reveal the tile below. These can later be covered up by constructed [[floor]]s, if you want.&lt;br /&gt;
**'''Warning:''' Do not dig up staircases on the aquifer layer until you know the tile is safe from water.  Digging an up staircase creates an open tile, which can fill with water and render adjacent squares unsafe.&lt;br /&gt;
*The dried tiles are the same type as the surrounding aquifer, so an aquifer-filled [[sand]] layer can be used for gathering sand, if it touches the magma vent.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to [[pump]] the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's possible to build [[wall]]s on the levels with aquifers to stop water. It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
Note that this method will not work with the current version, as it is no longer possible to pump an infinite amount of water into one tile.  It can be modified, however, by placing channels behind the pumps so that the water drains back into the aquifer.  It is also no longer possible to operate the pumps with a waterwheel built in the aquifer.  This can be resolved by hooking up your pumps to another source of power, or by setting the pumps to be manually operated.  The latter option will require quite a few dwarfs with nothing better to do but operate pumps.&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this method to breach multiple z-levels. Just make sure your [[room]] on the next level down has a minimum of room allowed for this design. For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when necessary, you only need one dry at a time), and building [[wall]]s on the outer edges. As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing. As a note, pumps can't pump if you build a wall in the space they're pumping from(though floor-grates work fine), which is why it is necessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting [[Wall|Walls]] and [[floor]]s.&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your wall's building material of choice)&lt;br /&gt;
*1 [[Miner]] (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!*)[Fixed in .33f]&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most [[block]]s of [[ice]] on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - [[grate]]&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermediate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable.&lt;br /&gt;
&lt;br /&gt;
showcase on 2 levels with aquifer: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Aquifier cavein 1level.jpg&lt;br /&gt;
Image:Aquifier cavein 2level.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one [[biome]], you may be able to dig down in one biome to bridge under an aquifer in another. This won't work if the aquifer is present in all [[biome]]s, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
===Changes in elevation===&lt;br /&gt;
Aquifers can follow the surface terrain, staying X-number of levels below the surface, instead of existing on one flat level. By digging a tunnel straight into a lower hillside (and letting the water pour out initially), you can access an area &amp;quot;below&amp;quot; the same aquifer present in an upper level.  Treat the flowing water as above, by smoothing, pumping, or letting it flow somewhere.&lt;br /&gt;
&lt;br /&gt;
In a sufficiently steep [[mountain]], the higher elevations may have no aquifer, even if the entire region appears to have one on the Embark screen.&lt;br /&gt;
&lt;br /&gt;
===Cheating===&lt;br /&gt;
There are also different 3rd party [[utility|utilities]] that can get you through aquifers in a variety of creative and painless ways - if that's okay by you, go for it.  Try Tweak, among others.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area [[underground]] but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing [[well]]s a simpler task, as well as ensuring easy access to subterranean water supplies. Also, just as water will flow endlessly ''out''  of an aquifer if there is a way out, it will flow endlessly ''into'' an aquifer given time. If you dig a channel into an aquifer, water that runs into the channel will disappear without ever causing it to overflow.  You can power water wheels from one aquifer draining into another.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
*Tunnels dug directly below an aquifer will flood. Go down another level before you ruin all that hard work you spent getting through in the first place.&lt;br /&gt;
*Smoothing an aquifer wall will make it stop leaking water. This is especially useful when you are trying to get through with a pump. A tunnel directly below a smoothed aquifer tile will not flood. Digging through the smoothed wall tile will cause it to leak water again until you have completely dug out the tile.&lt;br /&gt;
*An aquifer wall will not leak water diagonally; it will only add water to tiles directly north/south/east/west.&lt;br /&gt;
*On an ocean [[island]], the aquifer is not potable (unlike aquifers on real-life oceanic islands), so you cannot create drinking water zones from the aquifer.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=58238</id>
		<title>40d Talk:Export</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=58238"/>
		<updated>2009-11-13T10:23:53Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When goods are offered (not traded) in the caravan menu, do they count as exported wealth ? --[[User:Aykavil|Aykavil]] 08:01, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If I understand you right, then no. --[[User:Koltom|Koltom]] 15:34, 23 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My imported wealth is at 525780 yet me exported wealth is stopping at 5000. I know I have sold more than 5k worth of items. Why wont it move from 5k?&lt;br /&gt;
: I am having a similar bug, i export many thousands at a time to attempt to adjust, yet it sticks at 50*--[[User:Loganis|Loganis]] 07:07, 23 July 2009 (UTC)&lt;br /&gt;
::You might be selling only grey, bracketed stuff you haven't produced yourself - that does not count towards exports. Only brown items without those brackets count. Also, the caravans have to make it off the map for the numbers to be updated. --[[User:Koltom|Koltom]] 15:34, 23 July 2009 (UTC)&lt;br /&gt;
:::Following this train of thought, doesn't this mean the very first paragraph is incorrect? The part about captured clothes directly contradicts the fact that said clothes are not locally made. [[User:Pariah|Pariah]] 01:23, 13 November 2009 (UTC)&lt;br /&gt;
::::The first paragraph says nothing about exported wealth.  It says that it is sensible to sell unusable clothing, which is true if your goal is to trade for things that you want. --[[User:LaVacaMorada|LaVacaMorada]] 10:23, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flood&amp;diff=58236</id>
		<title>40d:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flood&amp;diff=58236"/>
		<updated>2009-11-13T08:15:14Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flooding generally refers to water getting loose and spreading out over an area, usually in an unregulated fashion.  While this can be useful in creating plots of muddy ground for [[farming]], deliberately setting any amount of water loose in an area is risky at best, and at worst, will result in lots of [[fun#Flooding_accidents|fun]].&lt;br /&gt;
&lt;br /&gt;
As in real life, water will seek to spread out given open space.  In Dwarf Fortress, this means that water will spread until all tiles achieve a depth of 1/7, or it fills the space it is enclosed in. Water at a depth of 1/7 will eventually evaporate, leaving behind a muddy floor.  Because of this, it would be nearly impossible to ruin a fortress with water from finite sources such as a [[murky pool|murky pool]]. Note, however, that [[river]]s, [[brook]]s, and [[ocean]]s are considered to have offscreen water sources;  their supply has been observed to be infinite, as has that of [[aquifers]]. Tapping into one of these without some means of regulating the flow is almost certain to result in [[fun#Flooding_accidents|fun]].&lt;br /&gt;
&lt;br /&gt;
Water movement is a major source of lag in the game.&lt;br /&gt;
&lt;br /&gt;
Flood speed is counterintuitive.  For example, if you build a ramp beneath the bottom of an [[underground pool]] connected to a large drainage shaft leading to a chasm, all the water in the upper levels of the pool will drain down into the drainage shaft leading all the way out into the chasm, filling it all nearly instantly 7/7 with water and submerging your hapless dorfs however far away in the shaft they may be.  But once the space is filled, the flood slows down to the glacial pace at which water usually moves down tunnels, giving them plenty of time to drown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to flood a fortress ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
So all your friends on the forums are recounting tales of the fortresses they've flooded, and you're feeling left out. Fret no more! In a few simple steps, you too can join the ranks of the hydrologically challenged.&lt;br /&gt;
&lt;br /&gt;
The key is to tap into a renewable source of water, such as a river, and use its water [[pressure]] to overcome obstacles like distance or altitude. Remember that water always &amp;quot;wants&amp;quot; to rise back up to the same [[Z-axis|Z-level]] from which it originated!&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
 ▒≈≈river≈≈ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒o &amp;lt;--well ▒▒▒▒▒▒▒▒▒▒ (well is optional)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒   channel   ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ your fortress ▒&lt;br /&gt;
In this design, water will travel from the river through the channel, then '''up''' through the well and across and down into the rest of the fortress. For convenience, the vertical openings don't even need to be completely hollow chambers--ramps and stairs will work just as well!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If some of the levels that you need to flood are higher than the surface of the river, you can use [[screw pump]]s to compensate.&lt;br /&gt;
                  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 pumps--&amp;gt;  %%_  ▒▒▒▒▒▒▒o &amp;lt;--well ▒▒▒▒▒▒▒▒▒▒ (well is optional)&lt;br /&gt;
         ▒_%% ▒ ▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
           %% ▒ channel ▒▒▒ your fortress &lt;br /&gt;
 ▒≈≈river≈≈▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
Ordinarily, this above-river fortress would have been unfloodable, but with judicious application of pumps, the water can flow from a higher level than its original source, allowing it to engulf all of your precious bedrooms, workshops, and stockpiles.&lt;br /&gt;
&lt;br /&gt;
=== Common pitfalls ===&lt;br /&gt;
==== Building the well above the level of the river ====&lt;br /&gt;
                  ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
                ▒▒▒▒▒▒▒o &amp;lt;--well ▒▒▒▒▒▒▒▒▒▒ (well is optional)&lt;br /&gt;
 ▒≈≈river≈≈ ▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒  channel    ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ your fortress ▒&lt;br /&gt;
In this failed flooding attempt, the water moves through the channel but only rises to the level immediately ''below'' the well. This means that the well will be usable and the fortress remains safe and dry. Better luck next time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Re-pressurization with pumps ====&lt;br /&gt;
 ▒≈≈river≈≈ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒o &amp;lt;--well ▒▒▒▒▒▒▒▒▒▒ (well is optional)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒ %% &amp;lt;--pump  ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ your fortress ▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒               ▒&lt;br /&gt;
Here the reckless placement of a pump blocks water from flowing directly through; instead, the water level is again &amp;quot;reset&amp;quot; to the same level as the pump, and the well will be safe to use. Our condolences to this fort's pathetically dry dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Using diagonal tunnels ====&lt;br /&gt;
 ▒≈≈river≈≈ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒o &amp;lt;--well ▒▒▒▒▒▒▒▒▒▒ (well is optional)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒   channel   ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ your fortress ▒&lt;br /&gt;
&lt;br /&gt;
top view:&lt;br /&gt;
 ▒≈≈≈≈≈≈≈≈≈▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒≈≈≈≈≈≈≈≈≈      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒≈≈≈≈≈≈≈≈≈▒▒▒▒▒▒      o         ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒≈≈≈≈≈≈≈≈≈▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
Be sure not to get lazy and dig tunnels that are connected only diagonally.  Like the use of pumps above, this will reset the water pressure.&lt;br /&gt;
&lt;br /&gt;
==== Using doors and hatches ====&lt;br /&gt;
 ▒≈≈river≈≈ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒o   _&amp;lt;-- hatch ▒▒▒▒▒ (well is optional)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒   channel   ▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ┼ &amp;lt;-- door    ▒&lt;br /&gt;
Although this attempt to flood the fortress will have some success, it will be heavily impeded by the presence of doors and floor hatches.  These nefarious devices admit the passage of water only when open, making it likely that a large part of the fortress will remain dry.  Avoid using them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Water]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tile_attributes&amp;diff=58229</id>
		<title>40d Talk:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tile_attributes&amp;diff=58229"/>
		<updated>2009-11-13T02:39:02Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Goblin towers */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Huh, I guess it is subterranean and not just inside.  Man, that really cramps my fortress design! --[[User:Marble Dice|Marble Dice]] 15:17, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, and since it's job cancellation instead of just not picking the job (like with forbidden), you get a cluster of dwarves sitting at your fortress door spamming you with cancellation messages. Fun. [[User:Anydwarf|Anydwarf]] 15:18, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== inside light  subterranean ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a light subterranean tile? e.g. by making a channel inside, covering it with a grate or glass floor, and then channeling above outside? I may experiment this on my next fortress. [[User:Random832|Random832]] 17:43, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
due to the way light and aboveground are handled, this is currently impossible.  I figure it'll probably be possible sometime into the fire and lighting arc. --[[User:Sukasa|Sukasa]] 18:11, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inside vs. outside and bridges ==&lt;br /&gt;
&lt;br /&gt;
Suppose I want my outside meeting area to be covered during seiges. If I build a bridge above the meeting area, will it return to being outside when I retract the bridge? [[User:DaPatman|DaPatman]] 18:48, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Never mind, I just noticed this sentence: &amp;quot;Almost any kind of geometry will block the Outside ray including [...] open and closed bridges,&amp;quot; So much for that plan, then. [[User:DaPatman|DaPatman]] 18:52, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin towers ==&lt;br /&gt;
&lt;br /&gt;
My latest fortress is located on a goblin fortress, and the interior of each tower is &amp;quot;Inside Dark Above Ground&amp;quot;.  This implies that the ray for Light is separate from the one for Above Ground.  It is possible that goblin towers specifically block the Light ray but let Above Ground through (I thought it might have something to do with &amp;quot;natural&amp;quot; vs. constructed floors and walls, but the temple on the same map has &amp;quot;natural&amp;quot; floors and walls that let Light through).  I can confirm that it is not possible to build walls on Dark Above Ground tiles within 5 squares of the edge.  If I can survive long enough, I'll check other properties of these tiles (e. g., what types of plants I can grow inside a goblin tower if I irrigate it) and edit the page accordingly.  --[[User:LaVacaMorada|LaVacaMorada]] 02:39, 13 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_mist&amp;diff=58119</id>
		<title>40d:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_mist&amp;diff=58119"/>
		<updated>2009-11-12T07:11:18Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma Mist''' is only created when a [[cave-in]] penetrates [[magma]]. It is yellow in color. Magma mist is extremely deadly and will generally instantly kill any creature it touches that isn't [[Creature token|FIREIMMUNE]] or otherwise heat resistant.  Though somewhat unpredictable, it can be useful in [[Trap design|complex trap]]s and [[defense design|defense]].&lt;br /&gt;
&lt;br /&gt;
Similarly to magma itself, magma mist is called '''lava mist''' when it occurs [[outside]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magma mist&amp;quot; is '''not''' the [[steam]] generated by adding water and magma together - which is harmless in current versions{{v|0.28.181.40d}}.&lt;br /&gt;
&amp;lt;!-- Once upon a time, &amp;quot;steam&amp;quot; was deadly - no longer.  This &amp;quot;magma-and-water mist&amp;quot; has caused some of the confusion.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=58111</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=58111"/>
		<updated>2009-11-12T03:33:41Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Images of trees a bad thing? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
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::I think how they react depends on your broker's social skills, since they sometimes get unpacifiably pissy at me and sometimes only whine mildly.  I have on &amp;quot;Anyone may trade&amp;quot;.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 21:05, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I accidentally offered an elf some wooden items, and after that the Trade option was disabled even after exiting out of the interface and starting a new trading session. Is that supposed to happen? Seems a little harsh to me... --[[User:Theory|Theory]] 14:12, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, that is how it works. If you offer to trade something repugnant to a merchant, they will leave in a huff for that season. Consider how you would react if someone offered to sell you a necklace made of puppy and kitten skulls with sewn images in human leather of elephants slaughtering people while on fire. [[User:HeWhoIsPale|HeWhoIsPale]] 08:36, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm convinced that the elves aren't tree-huggers, they're a logging cartel. After all, they SELL you logs and scads of wooden gear. They just don't want you clear-cutting forests because you're muscling in on their turf. [[User:RedKing|RedKing]] 15:49, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was sieged by humans in I think 39c after a merchant's guild representative was slaughtered by a goblin ambush. [[User:Mingebag|Mingebag]] 01:07, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I've had it happen to me as well, heck, half my map is haunted and frozen year round. Oddly vermin, bats and squirrels and such, make it through fine. [[User:Lando242|Lando242]] 12:47, 27 May 2009 (UTC)  &lt;br /&gt;
&lt;br /&gt;
:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elves and Animals ==&lt;br /&gt;
&lt;br /&gt;
Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
: I have had a super agile mace-elf (from a goblin ambush) pass three rows of noquality weapon traps; he then proceeded to ''slaughter'' my chained dogs, black bear, alligator, jaguar and monkeys almost unscratched (his upper body was merely 'tired'). Either the animals are particularly weak, or they failed to attack the invader. --[[User:Aykavil|Aykavil]] 13:21, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Elven warnings ==&lt;br /&gt;
&lt;br /&gt;
The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven traders ==&lt;br /&gt;
&lt;br /&gt;
I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've raided an elven caravan for everything they were carrying, and had a human force siege my fortress not long after. There was no compelling reason for them to do so (I didn't raid their caravan, nor were there any human casualties at my fortress) yet they sieged me anyway. [[User:JubalHarshaw|JubalHarshaw]] 01:21, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Blood Covering?==&lt;br /&gt;
&lt;br /&gt;
I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As of 0.28.181.40d, I just traded a huge pile of blood covered leather clothes, and the elves didn't seem to mind.  --[[User:Smartmo|Smartmo]] 16:20, 29 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Speaking with Halfmen ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
&lt;br /&gt;
Animalmen are no longer wildlife in 39e, so they're hostile to elves. Someone should edit the article to express this. --[[User:Neoskel|Neoskel]] 21:40, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves as of .39c ==&lt;br /&gt;
&lt;br /&gt;
I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;br /&gt;
&lt;br /&gt;
== Elven Ambushes ==&lt;br /&gt;
&lt;br /&gt;
While they may not seige, They do preform Ambushes.&lt;br /&gt;
&lt;br /&gt;
And I noticed something quite strange...&lt;br /&gt;
&lt;br /&gt;
They ambushed with Mounts.  I saw a swarm of Unicorns heading torwards my location.  There where no unicorns on my map, so I sent my military to meet them, and when battle was engaged, it said &amp;quot;An Ambush!&amp;quot;  And, for each Unicorn, there was also an elf (on the same square)&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this in the article though.  I've been ambushed by non-mounted elves several times as well.  Maybe a new section &amp;quot;Amubsh/Seige habits?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I've seen Elves ambush on unicorns too (version 0.28.181.39e), and they had no qualms about slaughtering the puppies I had tied to chains outside -[[User:Namako|Namako]] 14:09, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Trading as of Latest Version ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that the elves are much, much more tolerant than before as to what items they will accept. So far I've successfully given them leather, bone, and shell crafts just fine. I have also tried offering them the same branch of items, and they will happily accept them. They even accept items that have blood on them. They will still reject pure wooden goods.&lt;br /&gt;
I haven't fully tested skulls, soap, or other animal byproducts yet. But if I were to hazard a guess, I would say they still will reject any item that has wood involved in it's creation, or any item with decorations of wood.&lt;br /&gt;
[[User:Lightning4|Lightning4]] 09:37, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How do I kill elves? ==&lt;br /&gt;
&lt;br /&gt;
I don't like elves in my fortress and I would like to kill them with my thirty axedwarfs, how would I go about doing this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:TheLastBarber|TheLastBarber]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You can only attack people who have come to your fortress with ill intent. Anger them enough (cut down trees, take their stuff, involve their merchants in unfortunate &amp;quot;accidents&amp;quot;, etc.) and they should send forces to attack you, whereupon you can finally take joy in the slaughter. --[[User:Raumkraut|Raumkraut]] 15:39, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You can also kill Elves that have gone insane, but that would require imprisoning them for a considerable length of time.--[[User:Stryc9fuego|Stryc9fuego]] 14:08, 20 October 2008 (EDT)&lt;br /&gt;
:::I can kill ones that go beserk, sure, but the melancholy ones can emo out unimpeded. --[[User:Corona688|Corona688]] 21:06, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Last edit ==&lt;br /&gt;
&lt;br /&gt;
I've have heard extensive talking about how elves eat the dead. A note to this effect was removed in the last update, can anyone confirm/deny this behavior? [[User:HeWhoIsPale|HeWhoIsPale]] 18:45, 28 October 2008 (EDT)&lt;br /&gt;
: No civ creature will eat the dead unless it's acceptable or such in entity_default.txt.  --[[User:Squeegy|Squeegy]] 20:59, 3 November 2008 (EST)&lt;br /&gt;
::EAT_SAPIENT_KILL is the (a) relevant tag, right? That's acceptable for elves. [[User:Random832|Random832]] 00:40, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: While scrolling through Legends mode, I noticed that there are only a handful of reasons why wars occur, and one of those reasons is cannibalism, or more accurately, &amp;quot;One of the most significant causes of the conflict was a dispute over the devouring of sapient beings.&amp;quot; So perhaps the elven cannibal stories are only by-products of the historical conflict-basis generator? --[[User:RomeoFalling|RomeoFalling]] 20:02, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seeing Bad Things Drives Elves Beserk? ==&lt;br /&gt;
On the way out, I had a small elven trading party go beserk for no readily discernible reason.  Checking it later I found they had stopped at one of my fortifications, all of which sport stockpiles full of awesome things like «☼Human Bone Bolts [30]☼».  (Problems with goblins, carvers weren't too discriminating...aheh...)  I later knocked out part of a wall and added doors to funnel the elves away from The Bad Things and that's kept the peace.  I'm half-tempted to offer them a «☼Human Skull Totem☼» just to see if elves can achieve nuclear fusion. --[[User:Corona688|Corona688]] 21:03, 13 November 2008 (EST)&lt;br /&gt;
:If traders are trapped for too long, they go berserk.  I think it is more likely that they somehow got hung up near your fortification and their pathfinding broke. --[[User:ThunderClaw|ThunderClaw]] 00:37, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven in-laws? ==&lt;br /&gt;
&lt;br /&gt;
Like many of the above, I randomly decided to live with the elves. the first thing I noticed about them was the ''three and a half'' pages on the units screen dedicated completely to the children. is this normal? it can really be annoying when the announcement box pops up with &amp;quot;Elven name&amp;quot; has grown to be an elf. I expected it a little, but not like this! Either the Elves were more than &amp;quot;tree&amp;quot; huggers or the game had made a seemingly unrealistic script that only made sense to itself. On the bright side, I found the druid!&lt;br /&gt;
&lt;br /&gt;
== At War with Elves ==&lt;br /&gt;
&lt;br /&gt;
I think there should be a section about what happens when your civ is at war with Elves (and Goblins and Humans for that matter).  Before I add it in, though, I want to say what I think should be in it:&lt;br /&gt;
&lt;br /&gt;
*There seems to be a gliche where the game zooms you to the elven caravan in spring except that there is no caravan and no message.  So basically, your screen just wigs out for a bit.&lt;br /&gt;
&lt;br /&gt;
*Elves only ambush (as mentioned below/above).  You might think they attack in Spring... but you'd be wrong.&lt;br /&gt;
&lt;br /&gt;
*Although Goblins are always assumed to be at war with you, elves are not.  So on the civ screen Goblins have a red dashed line next to their civ name.  Elves, on the other hand, if they are at war with your civ have a red &amp;quot;WAR!&amp;quot; text next to their civ name.  I found this confusing, actually.  Maybe it should be in the embark screen articles.&lt;br /&gt;
&lt;br /&gt;
*How can you start a war with Elves?  Just by ignoring their diplomats and clear-cutting forests?&lt;br /&gt;
&lt;br /&gt;
*Do elves get angry if you cut down undead trees?  I assume they are too stupid to know the difference.&lt;br /&gt;
&lt;br /&gt;
*Is there a way to establish peace with elves?  What is necessary to do so?  (do you need to have the king?)&lt;br /&gt;
&lt;br /&gt;
*Anything else about being at war with elves?&lt;br /&gt;
&lt;br /&gt;
If I find the answers myself, I will add them here.&lt;br /&gt;
&lt;br /&gt;
: They don't like cutting down undead trees. Undead logs are of course not tradable. [[User:Voenix|Voenix]] 11:04, 11 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Elven Age ==&lt;br /&gt;
&lt;br /&gt;
It also may be worth mentioning that elves do NOT die from age, due to the lack of [MAXAGE:] tag in their raw, haven't tested in game but it seems more than likely the absence of the tag would cause such an effect. [[User:Althalus|Althalus]] 10:32, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
My elves stopped bringing, well, anything except cloth. the first 2,3 caravans brought all the nice things like animals, plants, weapons, logs, but not any more.&lt;br /&gt;
&lt;br /&gt;
 Why?&lt;br /&gt;
possible reasons: &lt;br /&gt;
*I have butchered some of the animals they sold. &lt;br /&gt;
*I might have mostly sold goblin stuff to 1 or 2 caravans (which does not count as export?), but this shouldn't affect their profits ,right?&lt;br /&gt;
*I have rather large log stores (40-80) (but have always agreed and kept to the lowest chopping limits) This probably explains why few/no logs are brought, but not the rest?&lt;br /&gt;
*I once accidently offered wooden items for trade, but this didn't even make them leave instantly but just set traders mood low&lt;br /&gt;
* diplomacy went well, no elven losses to sieges or ambushes&lt;br /&gt;
&lt;br /&gt;
 How can i please them again?&lt;br /&gt;
&lt;br /&gt;
--[[User:Confused|Confused]] 13:36, 15 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tree Felling Warning ==&lt;br /&gt;
&lt;br /&gt;
Some more details on the elven tree felling warning (got this today):&lt;br /&gt;
&lt;br /&gt;
Elven diplomat arrives around the same time as the caravan normally appears, with the following request:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We elves are partial in particular to the trees in the forests&lt;br /&gt;
surrounding your lands.  Although we are loathe to spare a&lt;br /&gt;
single branch to your senseless slaughter, we are willing to ask&lt;br /&gt;
that you cap your tree-fells at one hundred until we next meet.&lt;br /&gt;
I will try to return next year as I am able.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You are then given the following options:&lt;br /&gt;
&lt;br /&gt;
 - We can grant this request.  Let's discuss the specifics, though...&lt;br /&gt;
 - We cannot stop production just because of your quaint sensibilities.&lt;br /&gt;
&lt;br /&gt;
== Elves follow a drunk? ==&lt;br /&gt;
&lt;br /&gt;
[http://grabug.web.nowhere-else.org/web/Drunkelvenleader.PNG Drunk Elf Leader]&lt;br /&gt;
&lt;br /&gt;
==Images of trees a bad thing?==&lt;br /&gt;
&lt;br /&gt;
(28.181.40d) This one has me bewildered. I was doing some batch trading with an elven caravan, not the first that's come by my fortress, only when I go to trade, they get offended and leave. So I scour the list I'd checked, and the talk page here, and have only two theories: 1. Skulls are still appalling (totems were marked to trade), but considering the above's post on bone being ok, I don't see why not. 2. I had a Herring bone ring, spiked with sapphire and having this image on it: &amp;quot;a well-designed '''''image of''''' a '''Birchen''' blowgun '''in Purple spinel'''.&amp;quot; None of my dwarves have been assigned to decorate with wood, which is why the sour trade struck me as odd. Now, I've seen this occasionally with decorations where one material will (somehow) be representing an object made out of another material, but would that trigger the elven disgust at trying to sell them wood by way of a string match? [[User:Jaaz|Jaaz]] 05:12, 12 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Skulls are skulls, and bones are bones. Yes, *we* know that skulls are made out of bone but the game doesn't. They're a seperate category of object (and I believe skull totems are thus forbidden). That will probably change once the new material system goes in with the next release. [[User:RedKing|RedKing]] 19:25, 11 November 2009 (UTC)&lt;br /&gt;
::I've traded many skull totems to the elves.  Also, the game does treat skull totems as bone items for some purposes: I recently fulfilled a mandate to &amp;quot;make rhesus macaque bone items&amp;quot; by making a rhesus macaque skull totem. --[[User:LaVacaMorada|LaVacaMorada]] 03:33, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=57417</id>
		<title>40d:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=57417"/>
		<updated>2009-11-08T21:23:16Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: /* Understanding Biomes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the [[Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''&lt;br /&gt;
&lt;br /&gt;
== Understanding Biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different Biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[coal]], useful [[ore]]s, or a high chance of [[magma]].  [[Mountain]]s have a lot of [[ore]] and some exclusive [[underground river|features]], but no [[soil]].&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].  You might get wood from a forest, ore from a mountain, and flux from [[hills]] that just happen to have a flux layer; many other permutations are possible.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of [[surroundings]]; for example a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]).  However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach.&lt;br /&gt;
&lt;br /&gt;
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.  They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Arctic ===&lt;br /&gt;
*Arctic [[Ocean]]&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Rocky wasteland]]&lt;br /&gt;
*[[Sand desert]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest]]&lt;br /&gt;
*Temperate [[Conifer forest]]&lt;br /&gt;
*Temperate [[Grassland]]&lt;br /&gt;
*Temperate [[Lake|Freshwater lake]]&lt;br /&gt;
*Temperate [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Freshwater swamp]]&lt;br /&gt;
*Temperate [[Ocean]]&lt;br /&gt;
*Temperate [[Marsh|Saltwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Saltwater swamp]]&lt;br /&gt;
*Temperate [[Savanna]]&lt;br /&gt;
*Temperate [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
=== Tropical ===&lt;br /&gt;
*[[Tropical]] Dry [[Broadleaf forest]]&lt;br /&gt;
*Tropical Wet [[Broadleaf forest]]&lt;br /&gt;
*Tropical [[Conifer forest]]&lt;br /&gt;
*Tropical [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Tropical [[Grassland]]&lt;br /&gt;
*Tropical [[Ocean]]&lt;br /&gt;
*Tropical [[Savanna]]&lt;br /&gt;
*Tropical [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==Biomes at World Generation==&lt;br /&gt;
&lt;br /&gt;
Biomes are created at [[world generation]] based on the elevation, rainfall, and drainage of the tile as follows:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|Water ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Sand Desert ||100-299 ||0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Rock Desert ||100-299 ||0-9 ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands A ||100-299 ||0-9 ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands B ||100-299 ||0-9 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|Grassland ||100-299 ||10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Savanna ||100-299 ||20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Marsh ||100-299 ||33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Shrubland ||100-299 ||33-65 ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|Hills ||100-299 ||10-65 ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|Swamp ||100-299 ||66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Forest ||100-299 ||66-100 ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|Low Mountain ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Mountain ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|High Mountain ||366-400 ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More visually, for just the middle elevations:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; &amp;quot;&amp;lt;!-- copied from Prettytable template, but those colspans required centering. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 |&lt;br /&gt;
! colspan=5 |Rainfall&lt;br /&gt;
|-&lt;br /&gt;
!0-9 ||10-19 ||20-32 ||33-65 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Drainage ||0-32&lt;br /&gt;
| Sand Desert&lt;br /&gt;
| rowspan=2 |Grassland&lt;br /&gt;
| rowspan=2 |Savanna ||Marsh ||Swamp&lt;br /&gt;
|-&lt;br /&gt;
!33-49&lt;br /&gt;
|Rock Desert ||Scrubland&lt;br /&gt;
| rowspan=3 |Forest&lt;br /&gt;
|-&lt;br /&gt;
!50-65&lt;br /&gt;
|Badlands A&lt;br /&gt;
| colspan=3 rowspan=2 |Hills&lt;br /&gt;
|-&lt;br /&gt;
!66-100&lt;br /&gt;
|Badlands B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Regions]] for the possible values for Trees, Vegetation and Surroundings.&lt;br /&gt;
*[[Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources&lt;br /&gt;
*[[Climate]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flatland&amp;diff=57378</id>
		<title>40d:Flatland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flatland&amp;diff=57378"/>
		<updated>2009-11-08T20:46:24Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Flatland''' [[biome]]s form in areas with low to moderate rainfall and moderate drainage.  In order of increasing rainfall, they include '''grasslands''', '''savannas''', and '''shrublands'''.  They come in [[temperate]] and [[tropical]] varieties.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s often build towns in flatlands.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
Flatlands contain fewer [[tree]]s than forests, although they usually have enough to get by unless you need large amounts of wood for [[fuel]].  They are covered in [[grass]], and other [[plant]]s are plentiful.  Temperate grasslands are notable as the only source of [[valley herb]]s.&lt;br /&gt;
&lt;br /&gt;
Flatlands have one or more [[soil]] [[layer]]s, possibly including an [[aquifer]].  They usually have plenty of [[murky pool]]s, and often have [[brook]]s or even [[river]]s (with their associated [[carp|hazards]]).  They tend to have less [[ore]] than [[mountain]]s, but as with any biome, you can find some if you dig down a few [[z-level]]s and look hard enough.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
Flatlands have a very diverse natural population. Fortresses built on flatlands should take advantage of the wildlife, and players might even consider establishing a ranch.&lt;br /&gt;
:*[[Rhesus macaque]]s and [[groundhog]]s live in temperate flatlands.&lt;br /&gt;
:*[[Warthog]]s, [[gazelle]]s, and several varieties of large felines live in tropical flatlands.  Savage tropical flatlands may have the giant versions of those felines.&lt;br /&gt;
:*Some [[forest]] creatures also live in shrublands (but not grasslands or savannas), such as [[elephant]]s, [[chimpanzee]s, and [[bonobo]]s (tropical); [[wolf|wolves]] (temperate); and [[cougar]]s (both).&lt;br /&gt;
:*Some [[tundra]] creatures also live in temperate grasslands, such as [[elk]], [[muskox|muskoxen]], and (if evil) [[werewolf|werewolves]].&lt;br /&gt;
:*[[Evil]] flatlands (temperate or tropical) may contain [[harpy|harpies]] and [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category: Biomes]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Flatland&amp;diff=57373</id>
		<title>40d Talk:Flatland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Flatland&amp;diff=57373"/>
		<updated>2009-11-08T20:19:37Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Created page with '== Real world example(s) ==  This paragraph was in the Shrublands page before I consolidated them, but I wasn't sure how to add it to the consolidated page in a way that makes se…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Real world example(s) ==&lt;br /&gt;
&lt;br /&gt;
This paragraph was in the Shrublands page before I consolidated them, but I wasn't sure how to add it to the consolidated page in a way that makes sense, or even whether or not it would be a good idea to do so. --[[User:LaVacaMorada|LaVacaMorada]] 20:19, 8 November 2009 (UTC)&lt;br /&gt;
 On Earth, [http://en.wikipedia.org/wiki/Tropical_and_subtropical_grasslands%2C_savannas%2C_and_shrublands tropical shrublands] can be found in a number of regions, with the largest concentration being the East African bushlands in Kenya, Tanzania, Uganda, Sudan and Somalia. Temperate shrublands in the Freezing or Cold range would be considered [http://en.wikipedia.org/wiki/Moorland moors], such as the well-known examples in the British Isles. Temperate, Warm and Hot shrublands would be considered [http://en.wikipedia.org/wiki/Heath_%28habitat%29 heaths], as represented by the Australian &amp;quot;bush country&amp;quot;, and parts of California and South Africa.&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grassland&amp;diff=57371</id>
		<title>40d:Grassland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grassland&amp;diff=57371"/>
		<updated>2009-11-08T20:11:25Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Redirected page to Flatland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Flatland]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flatland&amp;diff=57369</id>
		<title>40d:Flatland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flatland&amp;diff=57369"/>
		<updated>2009-11-08T20:10:17Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: consolidation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Flatland''' [[biome]]s form in areas with low to moderate rainfall and moderate drainage.  In order of increasing rainfall, they include '''grasslands''', '''savannas''', and '''shrublands'''.  They come in [[temperate]] and [[tropical]] varieties.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
Flatlands contain fewer [[tree]]s than forests, although they usually have enough to get by unless you need large amounts of wood for [[fuel]].  They are covered in [[grass]], and other [[plant]]s are plentiful.  Temperate grasslands are notable as the only source of [[valley herb]]s.&lt;br /&gt;
&lt;br /&gt;
Flatlands have one or more [[soil]] [[layer]]s, possibly including an [[aquifer]].  They usually have plenty of [[murky pool]]s, and often have [[brook]]s or even [[river]]s (with their associated [[carp|hazards]]).  They tend to have less [[ore]] than [[mountain]]s, but as with any biome, you can find some if you dig down a few [[z-level]]s and look hard enough.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
Flatlands have a very diverse natural population. Fortresses built on flatlands should take advantage of the wildlife, and players might even consider establishing a ranch.&lt;br /&gt;
:*[[Rhesus macaque]]s and [[groundhog]]s live in temperate flatlands.&lt;br /&gt;
:*[[Warthog]]s, [[gazelle]]s, and several varieties of large felines live in tropical flatlands.  Savage tropical flatlands may have the giant versions of those felines.&lt;br /&gt;
:*Some [[forest]] creatures also live in shrublands (but not grasslands or savannas), such as [[elephant]]s, [[chimpanzee]s, and [[bonobo]]s (tropical); [[wolf|wolves]] (temperate); and [[cougar]]s (both).&lt;br /&gt;
:*Some [[tundra]] creatures also live in temperate grasslands, such as [[elk]], [[muskox|muskoxen]], and (if evil) [[werewolf|werewolves]].&lt;br /&gt;
:*[[Evil]] flatlands (temperate or tropical) may contain [[harpy|harpies]] and [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category: Biomes]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calcareous_ooze&amp;diff=57320</id>
		<title>40d:Calcareous ooze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calcareous_ooze&amp;diff=57320"/>
		<updated>2009-11-08T11:51:04Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Redirected page to Soil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Soil]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=57319</id>
		<title>40d:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=57319"/>
		<updated>2009-11-08T11:50:42Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Soil''' is the name for the various kinds of ground that can be [[farming|planted]] on without [[irrigation]] using [[water]].  In DF, the category of &amp;quot;Soil&amp;quot; includes all types of sand, clay, ooze and any &amp;quot;non-stone&amp;quot; layer equally, even if you or I generally don't associate that substance with &amp;quot;growing plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
|-&lt;br /&gt;
! Topsoil&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|Clay||{{Raw Tile|▓|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Clay Loam||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Loam||{{Raw Tile|░|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Loamy Sand&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{Raw Tile|▒|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Peat||{{Raw Tile|≈|#808080|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Clay&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{Raw Tile|▒|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Clay Loam&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{Raw Tile|░|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Loam&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{Raw Tile|░|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silt||{{Raw Tile|▓|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Silty Clay||{{Raw Tile|▓|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Silty Clay Loam||{{Raw Tile|░|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Silt Loam||{{Raw Tile|▒|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
! Ocean Floor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|Pelagic Clay||{{Raw Tile|░|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Siliceous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Calcareous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
! Tile&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand]] (no color)||{{Raw Tile|░|#ffff00|#800000}}&lt;br /&gt;
|-&lt;br /&gt;
|Black [[Sand]]||{{Raw Tile|▓|#808080|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Red [[Sand]]||{{Raw Tile|░|#ff0000|#800000}}&lt;br /&gt;
|-&lt;br /&gt;
|White [[Sand]]||{{Raw Tile|▓|#ffffff|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Yellow [[Sand]]||{{Raw Tile|▓|#ffff00|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Any soil listed in the upper part of the table does '''not''' count as [[sand]] for [[glass]]making, even if its name includes the word &amp;quot;sand.&amp;quot;&lt;br /&gt;
:''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These layers are only found under deep [[ocean]] tiles, usually far out from any embarkable site. Thus, they can rarely, if ever, be encountered in either [[fortress mode]] or [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to [[rock]] types, soil type names appear in brown, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only [[farming|plant]] cave [[plant|flora]] if the tile is marked &amp;quot;[[Subterranean]].&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in [[rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train [[miner]]s.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be [[smooth]]ed, so it can be difficult to make high value rooms, or pierce [[aquifer]]s.  Also, since soil cannot be [[smooth]]ed, soil cannot be used to make [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
Building a [[farm plot]] or [[road]] or removing a [[construction]] on top of soil will cause it to become &amp;quot;furrowed&amp;quot;, making it appear with the {{Tile|≈|#880}} and {{Tile|~|#880}} tiles. Above-ground furrowed soil will gradually smooth itself out, at which point grass and other vegetation will begin to grow, while subterranean soil will remain furrowed indefinitely. Sand always appears as {{Tile|≈|#880}} and {{Tile|~|#880}} and cannot become furrowed - as such, sand roads do not last as long as those made on ordinary soil.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=57318</id>
		<title>40d:Refined coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=57318"/>
		<updated>2009-11-08T11:40:23Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Undo revision 57316 by 217.8.225.97 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Refined coal''', '''coal fuel''', and just '''coal''' are three in-game terms that refer the same thing, any unit of charcoal or coke, the two fuels used to power high-temperature industries, namely metalworking and glassworking. One unit of either of these fuels is required for every task at a conventional (non-magma) [[smelter]], [[forge]], [[kiln]], or [[glass furnace]]. Magma versions of these facilities do not need fuel, and in fact cannot use conventional fuel to power them if their magma sources fail. Refined coal is also needed as part of the pig iron and steel ''reactions'' (see below).&lt;br /&gt;
&lt;br /&gt;
''(Note that [[Bituminous coal]] is '''not''' &amp;quot;refined coal&amp;quot;, &amp;quot;coal fuel&amp;quot;, or &amp;quot;coal&amp;quot;, though it is directly related.)''&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Fuel&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Though not seen in-game, the single word &amp;quot;fuel&amp;quot; is sometimes used informally in the forums and in various wiki articles in place of the in-game terms &amp;quot;refined coal&amp;quot;, &amp;quot;coal fuel&amp;quot; or just &amp;quot;coal&amp;quot;.  Since some understandable confusion can arise over the usage of the various terms &amp;quot;'''refined coal'''&amp;quot;, &amp;quot;'''coal fuel'''&amp;quot;, &amp;quot;'''coal'''&amp;quot;, &amp;quot;'''charcoal'''&amp;quot; and &amp;quot;'''coke'''&amp;quot; (and also &amp;quot;[[bituminous coal]]&amp;quot;, which is ''not'' a fuel), the simple umbrella term &amp;quot;fuel&amp;quot; will be used in the explanations in this article.  &lt;br /&gt;
&lt;br /&gt;
The two sub-types of fuel are ''charcoal'' and ''coke'', and they are identical for in-game purposes, even if they come from different sources and have different in-game names.  Whenever you see &amp;quot;coal fuel&amp;quot; or &amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot; in-game, those refer to ''either'' charcoal or coke - they are interchangeable, and either one will serve the same purpose, as fuel for the desired activity.  ([[Bituminous coal]] is not the same as &amp;quot;coal&amp;quot;, and does ''not'' refer to fuel, but can be used to create fuel at a smelter.) &lt;br /&gt;
&lt;br /&gt;
Both charcoal and coke come in [[bar]]s, and are stockpiled in Bars/Block [[stockpile]]s if the &amp;quot;coal&amp;quot; entry is selected within the &amp;quot;Bars&amp;quot; section.  There is currently no way (nor need) to distinguish between the two when designating stockpiles. &lt;br /&gt;
&lt;br /&gt;
At the risk of repetition, but to be perfectly clear - ''despite the different names, there is no distinction between charcoal and coke for any game activities.'' Both are &amp;quot;refined coal&amp;quot; or &amp;quot;coal fuel&amp;quot; or &amp;quot;coal&amp;quot;, or just &amp;quot;fuel&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Charcoal and coke are ''not'' [[fire-safe]] building materials.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal [[block]]s and lignite blocks (sometimes offered by traders) can neither be used as fuel nor converted into fuel or back into stones in any way. They can only be used for building purposes and [[strange mood|moody]] dwarves may sometimes use them in artifacts and they can also be utilized for certain forms of [[bin#Thermonuclear_Reaction|fun]].&lt;br /&gt;
&lt;br /&gt;
== In-game usage ==&lt;br /&gt;
&lt;br /&gt;
At a conventional (non-magma) [[smelter]], if you try to add a smelting task and have no fuel, you will see the message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;'''Must have coal fuel'''&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will not be allowed to add any tasks to any conventional smelter until you have at least one unit of either charcoal or coke.&lt;br /&gt;
&lt;br /&gt;
If you have queued up several tasks and then run out of fuel, you will get an announcement similar to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;'''[[Urist|Urist McFuelUser]] cancels job: Needs refined coal.'''&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that a forge or glass furnace ''will'' let you add tasks if you have no fuel, and only once a dwarf arrives and finds they cannot complete that task will you get the announcement to that effect.  You will get one announcement for each un-fueled task that is unable to be completed. Jobs are canceled when there is no fuel.&lt;br /&gt;
&lt;br /&gt;
When you get either of these messages, you need more fuel - either charcoal or coke will serve equally well.  &lt;br /&gt;
&lt;br /&gt;
'''Coal''' is the generic term used in the [[stockpile]] menu.  It refers to a [[bar]] of either charcoal or coke.&lt;br /&gt;
&lt;br /&gt;
To place bars of fuel in a stockpile, create a Bars/Blocks stockpile, or a [[Stockpile#Custom_stockpiles|custom stockpile]] with  {{k|e}}nabled and permit &amp;quot;coal&amp;quot; (found in the &amp;quot;Bars&amp;quot; sub-category).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The two sub-types of fuel ==&lt;br /&gt;
&lt;br /&gt;
There are 2 sub-types of conventional fuel - [[charcoal]] and [[coke]].  Charcoal and coke are identical in use - one unit of either one powers one activity at a conventional smelter, forge, kiln or glass furnace, or can serve as the ingredient to make [[pig iron]] or [[steel]].  They are completely interchangeable, the only difference is their source.  &lt;br /&gt;
&lt;br /&gt;
[[Wood]] does not burn hot enough to fuel these activities or facilities, and (in Dwarf Fortress) you cannot burn raw [[bituminous coal]] or [[lignite]] (although they are flammable).&lt;br /&gt;
&lt;br /&gt;
=== Charcoal, from wood===&lt;br /&gt;
&lt;br /&gt;
:Charcoal is created at a [[wood furnace]] using one [[wood]] log by a [[dwarf]] with the [[Wood burning|Wood Burning]] [[labour]] enabled. [[Skill|Skill levels]] in the [[wood burner|Wood Burner]] [[skill]] are not required but reduce the time required for this activity.&lt;br /&gt;
&lt;br /&gt;
::* Required Building - [[Wood furnace]]&lt;br /&gt;
::* Required Labour enabled - [[Wood burning]]&lt;br /&gt;
::* Required Material - [[Wood]]&lt;br /&gt;
&lt;br /&gt;
===Coke, from bituminous coal or lignite===&lt;br /&gt;
&lt;br /&gt;
:Coke is a type of refined coal, and is identical to charcoal for all game purposes. It is created at a [[smelter]] using one unit of fuel by a [[dwarf]] with the [[Furnace operating|Furnace Operating]] labour enabled. [[Skill|Skill levels]] in the [[Furnace operator|Furnace Operator]] skill are not required but reduce the time required for this activity.&lt;br /&gt;
&lt;br /&gt;
:Coke can be created from [[bituminous coal]], producing 3 coke (net gain of 2 fuel), or [[lignite]], producing 2 coke (net gain of 1 fuel). Magma smelters do not require conventional fuel for this process, and so the net yield for each is effectively +1 greater.&lt;br /&gt;
&lt;br /&gt;
::*Required Building - [[Smelter]]&lt;br /&gt;
::*Required Labour enabled - [[Furnace operating]]&lt;br /&gt;
::*Required Material - [[Bituminous coal]] or [[lignite]]&lt;br /&gt;
:::::::  - ''plus'' one unit of fuel per unit smelted, if at a conventional smelter&lt;br /&gt;
&lt;br /&gt;
== Magma facilities ==&lt;br /&gt;
&lt;br /&gt;
Magma replaces conventional fuel for [[magma smelter]]s, [[magma forge]]s, [[magma kiln]]s and [[magma glass furnace]]s.  No fuel is needed, nor can be used, for activities at these facilities.  Note that you will still need charcoal or coke for smelting bars of [[pig iron]] and [[steel]]. (And see next section.)&lt;br /&gt;
&lt;br /&gt;
== Pig iron and steel production ==&lt;br /&gt;
&lt;br /&gt;
Note that when [[smelting]] [[pig iron]] or [[steel]] at any location, one unit of either charcoal or coke is required in the reaction.  Again, there is no distinction - both charcoal and coke serve equally well in the production of [[bar]]s of either.  That same one unit can simultaneously serve as the fuel for the activity at conventional (non-magma) smelters, so there is no savings at [[magma smelter]]s in producing these two materials - one (and only one) charcoal or coke is consumed each time, either way.  See those articles for more information.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:* [[Smelting]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hills&amp;diff=57303</id>
		<title>40d:Hills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hills&amp;diff=57303"/>
		<updated>2009-11-08T01:56:27Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: hills are a separate biome, and are nothing like mountains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hills''' are a [[biome]] characterized by moderate rainfall and high drainage.&lt;br /&gt;
&lt;br /&gt;
Hills in DF have more in common with [[flatland]]s than they do with [[mountain]]s.  They contain one or more [[soil]] layers.  They usually have many [[plant]]s and a moderate amount of [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
However, hills (even [[savage]] ones) tend to have little or no wildlife.  This is the result of what may be an oversight: there is no [[Biome tokens|biome token]] specifically for hills, so the only [[creature]]s that appear there are those that appear in a broad category of regions such as ANY_LAND (such as some types of [[vermin]] and the occasional [[megabeast]] or [[semi-megabeast]]).&lt;br /&gt;
&lt;br /&gt;
[[Category: Biomes]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=57224</id>
		<title>40d:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=57224"/>
		<updated>2009-11-07T01:36:06Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: rock salt is generic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress (note that it does not include gems).&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal]], [[Alloy]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
==Table of Rocks==&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with notes below table.)''&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||THE highest&amp;lt;br /&amp;gt;value &amp;quot;ore&amp;quot;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|#0FF|#ccc}}  {{Raw Tile|*|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low value stone||{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value [[ore]]||Smelt into [[Aluminum]], a highest-value [[metal]]||{{Raw Tile|^|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low value stone||{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[layer]] stone||Low value stone||{{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low value stone||{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|●|#ccc|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[layer]] stone||Low value stone||{{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||The only [[magma-safe]] [[stone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;; only source of some high-value gems||{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|●|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure ore||Ingredient of [[Bismuth Bronze]]||{{Raw Tile|%|#FFF|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low value stone||{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low value stone||{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value stone||{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon ore||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s||{{Raw Tile|£|#880|#ccc}}  {{Raw Tile|*|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[layer]] stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low value stone||{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|&amp;amp;#42;|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low value stone||{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low value stone||{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|&amp;amp;#42;|#00F|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[layer]] stone||Low value stone||{{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Copper|Copper, native]]||common&amp;lt;br /&amp;gt;low-value ore||Smelt into [[Copper]], a low-value metal||{{Raw Tile|£|#880|#ccc}}  {{Raw Tile|*|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low value stone||{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[layer]] stone||Low value stone||{{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[layer]] stone||Low value stone||{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[layer]] stone||Low value stone||{{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[layer]] stone||Low value stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, w/ a 50% chance&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; for [[Silver]]||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon ore||Smelt into [[Nickel]], a low-value metal, [[magma-safe]]||{{Raw Tile|£|#0F0|#ccc}}  {{Raw Tile|*|#0F0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[layer]] stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|#FF0|#ccc}}  {{Raw Tile|*|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[layer]] stone||Low value stone; only source of some ores; relatively rich in content||{{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low value stone||{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|#800|#ccc}}  {{Raw Tile|*|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low value stone||{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low value stone||{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|.|#0FF|#0FF}}  {{Raw Tile|●|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low value stone||{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|●|#800|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low value stone; only source of [[Diamond]]s||{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|●|#008|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|#FF0|#ccc}}  {{Raw Tile|*|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|~|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value ore||Smelt into [[Copper]], a low-value metal||{{Raw Tile|£|#080|#ccc}}  {{Raw Tile|*|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low value stone||{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low value stone||{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low value stone||{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|●|#0FF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[layer]] stone||Low value stone||{{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[layer]] stone||Highest value stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low value stone; may contain [[Platinum]]||{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|●|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low value stone||{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low value stone||{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low value stone||{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low value stone||{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[layer]] stone||Low value stone||{{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low value stone||{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|●|#808|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value ore||Smelt into [[Platinum]], a highest-value [[metal]]||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low value stone||{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low value stone||{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[layer]] stone||Low value stone||{{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low value stone||{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[layer]] stone||Low value stone||{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[layer]] stone||Low value stone||{{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low value stone||{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|●|#808|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low value stone||{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[layer]] stone||Low value stone||{{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low value stone||{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[layer]] stone||Low value stone||{{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low value stone||{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low value stone||{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|●|#080|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[layer]] stone||Low value stone||{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[layer]] stone||Low value stone||{{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|#FFF|#ccc}}  {{Raw Tile|*|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[layer]] stone||Low value stone||{{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon ore||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low value stone||{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low value stone||{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low value stone||{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value ore||Smelt into [[Copper]], a low-value metal,&amp;lt;br /&amp;gt; w/ a 20% additional chance&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|#888|#ccc}}  {{Raw Tile|*|#888|#000}}&lt;br /&gt;
|}&lt;br /&gt;
:''(* Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.)''&lt;br /&gt;
&lt;br /&gt;
==Value of rocks &amp;amp; metals==&lt;br /&gt;
You won't find the terms &amp;quot;low-value&amp;quot; or &amp;quot;highest-value&amp;quot; used in the game, but they're handy here for rough comparison.  &amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  The &amp;quot;material value&amp;quot; number multiplies any final product that is created with that material by that number.  An average generic statue (base value 25) is worth much more than an average generic throne (base value 10), but a throne carved from raw [[gold nuggets]] (10 x 30 = 300) will be worth far more than a common-stone statue (25 x 1 = 25). ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - when in doubt, go for the more valuable stuff. &lt;br /&gt;
&lt;br /&gt;
Common '''stones''' ''(the vast majority)'' have a value multiplier of x1, mid-value ''(all [[flux]] stones)'' are x2, and high-value ''([[obsidian]] only)'' is x3.  This affects things like stone tables and doors, statues or stonecrafts - anything made from stone.  Metal [[ore]]s have varying values, from 2-40, and can either be treated as stone or smelted into bars of metal.&lt;br /&gt;
&lt;br /&gt;
''(To be complete and for comparison, all wood has a value of x1, equal to common stone.)''&lt;br /&gt;
&lt;br /&gt;
For '''metals''', low-value ''(like copper or nickel)'' is x2.  Mid-value ''(silver or iron)'' is around x10, high-value ''(gold, steel)'' is x30, and highest-value ''(platinum, aluminum)'' is x40.  Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always.  [[Alloy]]s like brass or bronze are often more valuable than the sum of their pure metal ingredients, and have a true spectrum of values between 3-23. ''(Alloy values are not listed in this article.)''  Metal can be crafted into weapons, armour or tools, decorations, furniture or even buildings.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
# '''Adamantine''' is not exactly like other metals, although it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred'').  It is also superior to steel for all combat purposes, and steel is clearly the best material otherwise available. See [[adamantine]] for a full discussion of this unusual and ultimate material.&lt;br /&gt;
# '''Bauxite''': Magma will melt most stone, and while there are some magma-safe metals, [[mechanism]]s can only be made from stone (or processed adamantine), not metal. Aside from raw adamantine, bauxite is the only stone that will not melt in magma (see [[magma-safe]]), and so is uniquely suited for that purpose.&lt;br /&gt;
# '''% chance''' for additional metals - when Galena and Tetrahedrite are smelted, they produce (respectively) 1 lead or 1 copper bar, 100% of the time. They occasionally produce a second, ''additional'' bar of the second metal, with the % chance as listed above.&lt;br /&gt;
# '''Ice''' has some ''very'' unusual properties in Dwarf Fortress, and can be disastrous if misused.  See article on [[ice]] for a more complete discussion.&lt;br /&gt;
&lt;br /&gt;
==How to find a rock==&lt;br /&gt;
Basically, you look under other rocks. The trick is to have a good guess ''which'' other rocks to look under to find the one type that you're looking for.&lt;br /&gt;
&lt;br /&gt;
In the main article for every rock (many generic/low-value ones share another table on the [[stone]] page), there is information about where these stones can be found.  Usually that's in a type of [[layer]], or sometimes within another specific or general type of [[stone]].  Sometimes the rock is a [[layer]] stone.  If it's found in [[sedimentary]], [[igneous intrusive]], [[igneous extrusive]], [[metamorphic]] or [[soil]], those are broad classifications that cover many different types of layer stone.  A layer stone means it creates the dominant layer of that entire area, as defined by the &amp;quot;area block&amp;quot; (see next). By figuring out where the type of rock/ore you are looking for is found, you can dig in areas that have a better chance of having it.&lt;br /&gt;
&lt;br /&gt;
:;''Example:&lt;br /&gt;
::''Let's say you hope to find some [[cinnabar]], because you want to make some [[lever]]s and use its bright red color.  So we look up [[cinnabar]], and find that that stone is listed on the &amp;quot;generic&amp;quot; stone page.  In that chart we see that cinnabar is found as [[vein]]s in &amp;quot;All [[igneous extrusive]] (layers), [[shale]], (and) [[quartzite]]&amp;quot;.  If you have some stones that are igneous extrusive layer (you'd have to look that up, too), or some shale or quartzite, then you know where to start your [[exploratory mining]].  If not, then you'll have to look for another red stone, and hope you get lucky with that.''&lt;br /&gt;
&lt;br /&gt;
===Area Blocks===&lt;br /&gt;
Okay, this is the &amp;quot;advanced basic&amp;quot; part of the lesson - then we're done. &lt;br /&gt;
&lt;br /&gt;
When you first start a new game, and you're looking at the embark map, there is the World map on the right, the Region map in the middle, and the Local map on the left. The icons on the local map relate 1:1 to what are called &amp;quot;area blocks&amp;quot; on the game map, the map where your dwarves will move around.  Each area block is 48x48 tiles square.  The game is smart enough to make the borders a little fuzzy, but each area block defines the plant and animal life, the temperature and rainfall, and the layers of stones that can be found in that 48x48 area.  These are clumped together in like types - using the F1, F2, F3 &amp;amp; etc. keys you can view them all.&lt;br /&gt;
&lt;br /&gt;
If you pay attention to the pre-embark map (and make notes?), you can see what layers lie below each area block, in order as they go deeper.  This will help you find stone/ore you might be looking for.  You can also see where any [[underground pool]] or [[underground river]] or [[magma]] might be hiding - but that's another article.&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:Stone|*]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tropical_Broadleaf&amp;diff=57144</id>
		<title>Tropical Broadleaf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tropical_Broadleaf&amp;diff=57144"/>
		<updated>2009-11-06T05:04:17Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Redirected page to Forest&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Forest]]&lt;/div&gt;</summary>
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	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moist_Tropical_Broadleaf&amp;diff=57143</id>
		<title>Moist Tropical Broadleaf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moist_Tropical_Broadleaf&amp;diff=57143"/>
		<updated>2009-11-06T05:04:07Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Redirected page to Forest&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Forest]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dry_Tropical_Broadleaf&amp;diff=57142</id>
		<title>Dry Tropical Broadleaf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dry_Tropical_Broadleaf&amp;diff=57142"/>
		<updated>2009-11-06T05:03:57Z</updated>

		<summary type="html">&lt;p&gt;LaVacaMorada: Redirected page to Forest&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Forest]]&lt;/div&gt;</summary>
		<author><name>LaVacaMorada</name></author>
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