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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30300</id>
		<title>40d Talk:Legendary artifact</title>
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		<updated>2009-06-29T22:27:19Z</updated>

		<summary type="html">&lt;p&gt;Lamp: &lt;/p&gt;
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&lt;div&gt;==What can become an artifact?==&lt;br /&gt;
What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
==Destruction==&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
::Nevermind. I did. Artifact mechanism melted in magma. [[User:Rkyeun|Rkyeun]] 02:34, 16 May 2008 (EDT)&lt;br /&gt;
Can artifacts burn? After a very large confrontation with a couple dozen spirits of fire, my artifact kobold bone shield is putting off lots of smoke and burning anyone that comes near it, but isn't actually on fire (there's no !! next to the name). After about a year of it smoking up my fort, I channeled the ground under it and built a floor on top of it. 5 years later, it's still there, still smoking, and apparently hot enough to make the walls around it warm. [[User:HeWhoIsPale|HeWhoIsPale]] 16:44, 13 November 2008 (EST)&lt;br /&gt;
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:By any chance is it encircled with bands of plutonium?--[[User:Maximus|Maximus]] 17:33, 13 November 2008 (EST)&lt;br /&gt;
::Whoops, wrong bone shield. My other artifact bone shield is the buggered one: ''Tabaralen, &amp;quot;The Faithful Moth&amp;quot; This is a giant cave spider chitin shield. All craftsdwarfship is of the highest quality. Is is decorated with turtle shell and goblin bone. This object menaces with spikes of giant cave spider chitin, Native gold and Tower-cap. On the item is an image of two shields in Phyllite. On the item is an image of Tirist Leaderhammer the dwarf and dwarves in turtle shell. Tirist Leaderhammer is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Tirist Leaderhammer to leadership of The Boats of Swallowing in 98. On the item is an image of Mosus Autumnstockade the dwarf in Phyllite.'' [[User:HeWhoIsPale|HeWhoIsPale]] 10:06, 14 November 2008 (EST)&lt;br /&gt;
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== Furniture ==&lt;br /&gt;
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All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
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We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to &amp;quot;break out&amp;quot; with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)&lt;br /&gt;
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)&lt;br /&gt;
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::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)&lt;br /&gt;
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My current fortress desperately needs display cases or pedestals for artifacts... or statues could hold them; a legendary blowgun, two scepters and a mask would look cool on statues holding them or in cases. You can build furniture artifacts but currently the only way to &amp;quot;display&amp;quot; other artifacts is to create a stockpile for them.&amp;lt;br /&amp;gt;Hmm... imagine a legendary king's statue holding several other artifacts. Forced happyness on anyone walking past it.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 05:42, 5 December 2008 (EST)&lt;br /&gt;
:I build museums; small, deeply-cloistered rooms with only one entrance from above and a sort of checkered fringe of alcoves.  I put stockpiles in the fringe and traps in every other allowable space, forbid artifacts from all stockpiles, and watch them trickle in.  Sometimes I let large gems in too.  Still not quite a pedestal but a rather more decorous display than some random pile...  --[[User:Corona688|Corona688]] 15:23, 10 December 2008 (EST)&lt;br /&gt;
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== Artifact menu ==&lt;br /&gt;
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I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
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much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
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== Trade ==&lt;br /&gt;
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Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
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== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;br /&gt;
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)&lt;br /&gt;
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== &amp;quot;Finished Goods&amp;quot;-type Artifacts...? ==&lt;br /&gt;
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I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of &amp;quot;Finished Goods&amp;quot; artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]&lt;br /&gt;
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:You could abandon the fortress and come back in adventure mode.  Artifact rings?  Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)&lt;br /&gt;
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:There might be more point to those types if/when artifacts start getting special magical effects. That's probably a long ways off though. --[[User:BahamutZERO|BahamutZERO]] 12:16, 15 May 2008 (EDT)&lt;br /&gt;
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:But even in Adventure Mode, artifacts (besides weapons/armor) don't have much of a point, right? To be honest, I've never gone through Adventure Mode- ''it lags my laptop''. Sad, I know. But like BahamutZERO said, at least they'll gain some point ''eventually''... And hopefully soon. --[[User:Borgin|Borgin]] 23:46, 15 May 2008 (CST)&lt;br /&gt;
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::Well you can trade 'em to merchants in Adventure mode, I'd imagine?  Maybe not, I've never tried, and I doubt the shops sell anything you'd care about (ie masterpiece steel or adamantine weapons and armor). Still, I think it's fun to walk around wearing an artifact ring or amulet! At least until an archer kills you. --[[User:Marble Dice|Marble Dice]] 02:45, 16 May 2008 (EDT)&lt;br /&gt;
:::As far as I can tell, artifact crafts/goblets/etc are used entirely for boosting your fortress created wealth stat.  There is rarely a time when a sudden 200k added to that is trivial.--[[User:Dadamh|Dadamh]] 14:36, 30 May 2008 (EDT)&lt;br /&gt;
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:::Artifact craft items work weird in Adventure mode: you can sell them to a shopkeeper for all their goods and cash, and just pick it back up and walk away without guards jumping you for thievery; you can even re-sell it to the same guy if he has any money left. This is a pretty blatant exploit, though of limited use (coins is heavy!). You cannot, however, fast travel with an artifact you've already sold. But what does a wandering professional spearelf do with a turtle bone crown, anyway? --[[User:Zombiejustice|Zombiejustice]] 21:25, 1 July 2008 (EDT)&lt;br /&gt;
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== selling ==&lt;br /&gt;
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is there a way to hack DF and be able to sell artifacts? --[[User:0todd0|0todd0]] 20:58, 2 June 2008 (EDT)&lt;br /&gt;
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== Artifact millstones and gems ==&lt;br /&gt;
My dwarves have made three artifacts so far; I know that my emerald flask is just for style, but what of the &amp;quot;Perfect Aquamarine&amp;quot; and the Millstone?  Will some noble love having a mill placed in his bedroom, grinding away at all hours of the night when he's trying to sleep, or is it just going to annoy him?  As for the aquamarine, can it be crafted into furniture?  Will this raise the item's value exponentially?  Will it still serve to elevate a room to royal status for satisfying noble needs?  If no one has the answers to these questions, I'll do the research myself and post findings.&lt;br /&gt;
--[[User:Eddie|Eddie]] 14:33, 2 July 2008 (EDT)&lt;br /&gt;
::Go ahead and use the millstone -- it'll work just fine.  As for the gem, it just looks pretty.  Sometimes gem cutters make large gems, and you can trade them away.[[User:Mirthmanor|Mirthmanor]] 11:16, 16 August 2008 (EDT)&lt;br /&gt;
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== Artifact quality modifier? ==&lt;br /&gt;
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I know that the quality modifier for regular equipped items is 1.0... for masterful it's 2.0... But what is the modifier for artifact level items? I can't find it anywhere. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:04, 4 July 2008 (EDT)&lt;br /&gt;
:The QUALITY modifier for artifacts is the same as Masterful, 2.0. The VALUE modifier of artifacts is MUCH higher than the Masterful's x12, though. :) AFAIK, the only difference is that only Legendary weapon/armor users can equip legendary weapons/armors. I may be wrong but I believe I read something to that effect a few months back. ----[[User:Borgin|Borgin]] 20:00, 12 August 2008&lt;br /&gt;
::I have yet to run into anybody who knows the quality modifier for sure.  If you can find where either testing or a statement from Toady confirms what the modifier is, it would clear that up and be useful in several pages of this wiki. [[User:LegacyCWAL|LegacyCWAL]] 15:14, 11 December 2008 (EST)&lt;br /&gt;
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== Too precious to put down ==&lt;br /&gt;
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Am I the only one whose dwarves create legendary... [[floodgate]]s, put them down in the workshop and immediately pick them up again... then continue on with their merry lives just significantly weighed down?&lt;br /&gt;
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I have never been able to use an artifact yet. My dwarves just never let them go!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:04, 6 July 2008 (EDT)&lt;br /&gt;
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:That's never happened to me, fortunately. I've seen three legendary doors, a legendary grate, a legendary bed, and a legendary batman cabinet, and was able to place them all normally. In fact, I've never had a military dwarf who was skillful enough to be worthy of picking up a legendary weapon or piece of armor. [[User:Bryan Derksen|Bryan Derksen]] 04:37, 6 July 2008 (EDT)&lt;br /&gt;
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:I do believe that, in earlier versions, artificiers would carry their artifacts with them until death ripped them from their icy fingers. Perhaps you're just using an older version...? [[User:Borgin|Borgin]] 20:04, 12 August 2008&lt;br /&gt;
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== Weird Materials (and armour?) ==&lt;br /&gt;
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&amp;quot;Artifact weapons won't be used by recruits and normal warriors, only by elites and champions.&amp;quot; Does this include armour? Also, should we add somewhere that weird materials are possible? Platinum plate armour (which is AWESOME) and the like that aren't normally possible? (I know I've seen it said ''somewhere'', but it's not here) [[User:Droqen|Droqen]] 10:58, 27 July 2008 (EST)&lt;br /&gt;
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: My Charbone Battle Axe says it should be written down SOMEWHERE :P  ...as does my Kunzite Cabinet and Blue Garnet Statue.  I have some crazy dwarves.  Oh, and that thing about any room with an artifact in it being royal....bunk.  I have an artifact Bismuth Chain in a throne room, place didn't get bumped up to royal status until I also threw in the artifact Oaken Hatch Cover.  --[[User:Eddie|Eddie]] 11:51, 26 July 2008 (EDT)&lt;br /&gt;
:: I think that, more specifically, it is that ''most'' artifacts will bump up a room to royal but all. Example: I have a Purple Spinel Door (worth 48000) that bumped up three rooms at once to royal quality. --[[User:Toloran|Toloran]] 20:07, 10 August 2008 (EDT)&lt;br /&gt;
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Um, my craftsdwarf just got possessed, and he made a bone spear. &amp;quot;this is a rhesus macaque bone spear, highest quality craftsdwarfship, adorned with hanging rings of birch. does anyone how much damage it will do? is it even possible? [[User:Destor|Destor]] 10:32, 28 September 2008 (EDT)&lt;br /&gt;
:Bone gives a 0.5 damage multiplier, but being an artifact gives it a massive (though unknown) damage multiplier also. [[User:HeWhoIsPale|HeWhoIsPale]] 09:32, 29 September 2008 (EDT)&lt;br /&gt;
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== availability ==&lt;br /&gt;
Is there a way to hack the game so you can make artifact weapons, even if the dwarf isn't in a fey mood? Or better, for them out of nothing? -Eddren, Fortress extraordinar&lt;br /&gt;
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:Firstly, you signed incorrectly. Use four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) to sign with the name and date.&lt;br /&gt;
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:Secondly, you spelled 'extraordinaire' incorrectly.&lt;br /&gt;
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:Thirdly, no, not without modifying the source, which would mean you'd need to be a developer (which is, at the time of writing, just one person--Toady), or you'd need to decompile the executable to the base code (good luck with that). And after that, you'd need to be knowledgeable enough in the language it's written in to modify the code to suit your needs.&lt;br /&gt;
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:In short, no. Wait for moods, like the ''rest'' of us do. And don't expect to be able to create '''artifacts''' out of '''nothing'''. ~ [[User:Midna|Midna]] 02:55, 27 October 2008 (EDT)&lt;br /&gt;
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== Artifact Quine! ==&lt;br /&gt;
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My Tanner claimed a leatherworking shop and produced a self-referential artifact: Lathonnunùr, &amp;quot;The Mythical Crevices&amp;quot;, a donkey leather mask.&lt;br /&gt;
:This is a donkey leather mask. All craftsdwarfship is of the highest quality. This object menaces with spikes of dog leather and Alunite. '''On the item is an image of The Mythical Crevices the donkey leather mask in donkey leather.''' On the item is an image of Portalshades the alligator and dwarves in muskox leather. Portalshades in surrounded by the dwarves. The artwork relates to the rise of the alligator Portalshades as an enemy of The Problematic Sack in 29.&lt;br /&gt;
Presumably the image is recursive? Anyway, this artifact was apparently ''so cool'' that it created a disturbance in the Force which the dwarves back home managed to pick up, because the very next caravan to arrive offered an empty lead cage decorated with a (presumably also recursive) picture of The Mythical Crevices:&lt;br /&gt;
:This is a well-crafted Lead cage. It is decorated with exceptionally worked giant eagle leather and encircled with bands of exceptionally worked Ruby. On the item is a finely-designed image of The Mythical Crevices the donkey leather mask in Cassiterite.&lt;br /&gt;
(Note that I'm running with &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;, and my fortress started in the year 88. I didn't feel like waiting for the whole thousand-year history to generate &amp;amp;mdash; if you hit Escape during worldgen, you can start playing with the universe &amp;quot;so far&amp;quot;. Useful thing to know.)&lt;br /&gt;
--[[User:Quuxplusone|Quuxplusone]] 23:40, 3 August 2008 (EDT)&lt;br /&gt;
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:I've several recursive artifacts like you mention, as well as caravans arriving with gear decked out in pictures of my artifacts. Maybe a little cave swallow told them? [[User:RedKing|RedKing]] 02:12, 19 April 2009 (UTC)&lt;br /&gt;
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== Reclaim Mode and Artifacts ==&lt;br /&gt;
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It seems that if you have artifacts, lose your fortress, then reclaim, the artifacts are weirdly affected. Artifacts become sellable, for a start. This kinda makes sense because your dwarves don't care so much about someone else's artifacts, I suppose. The really odd thing, though, is that constructed artifacts (grates, doors, etc) seem to stop being artifacts. Shislugbumal becomes merely an elf bone throne - and if you view the items in the &amp;quot;building&amp;quot; the throne contains a Shislugbumal which isn't marked [B], can't be dumped or claimed, isn't listed in the stocks screen etc. And if the throne is deconstructed, it ceases to exist entirely. It does, however, still give a huge boost to the room value. Is this normal behavior?&lt;br /&gt;
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PS: Damnit, every time I look to this wiki my dwarves all run off to be eaten by skeletal horses. Bastards. --[[User:Groveller|Groveller]] 10:57, 25 August 2008 (EDT)&lt;br /&gt;
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== Adventure Mode Artfact Oddity ==&lt;br /&gt;
So I go to my fortress where two artifacts, a spear and a boot, happen to be still inside the forge. I take the spear and boot out, equip the spear, drop the boot, and look again. It shows that the spear and boot are still in the forge, with an additional boot outside the forge. Further, when I fast travel and end up fighting a bear, the spear is gone from my hand. Thankfully I'd kept the old one as a spare.  Any ideas what's going on here? --[[User:Zombiejustice|Zombiejustice]] 14:57, 3 October 2008 (EDT)&lt;br /&gt;
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== Only dwarves with a legendary skill will use artifact weapons or armor? ==&lt;br /&gt;
This bit was just added, but I thought it had been established that [[Soldiers#Heroes_and_Champions|heroes]] (&amp;quot;great&amp;quot; skill level or higher) can also use them, not just champions (legendary skill level). That selfsame data is referenced under [[Legendary_artifact#Usage|Usage]] in this article. I'd edit the article accordingly, but I'm not really sure of that fact; I just remember Toady mentioning offhand at one point something along those lines, that heroes could use them or similar. --[[User:Janus|Janus]] 03:23, 9 December 2008 (EST)&lt;br /&gt;
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== No fuel needed ==&lt;br /&gt;
Just noticed that one of my dwarves used a forge to create some artifact greaves with no fuel... Mainly noticed this due to the fact that he wouldn't use my magma forge, and I had to build a non-magma one to get him to make them... Not sure where to add this, and whether anyone else wants to confirm? [[User:Tr00st|Tr00st]] 04:36, 2 January 2009 (EST)&lt;br /&gt;
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:Consider it confirmed.  I've taken advantage of this multiple times. --[[User:Squirrelloid|Squirrelloid]] 04:51, 2 January 2009 (EST)&lt;br /&gt;
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::Also of note:  Moody Dwarves that use a magma forge will only do so if and as long as it is powered.  I've had a dwarf go into a frenzy when the forge he was using lost its power due to the shifting of the magma beneath causing it to lose power.  --[[User:Eddie|Eddie]] 14:13, 2 January 2009 (EST)&lt;br /&gt;
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== Controlled 'glitches' in item number ==&lt;br /&gt;
If you forbid an item the moody dwarf has already brought to the shop, it will grab a replacement item for that slot.  However, if you unforbid the item afterwards, and the item is still there when he begins (ends?) construction, the previously forbidden items may be incorporated into the artifact.&lt;br /&gt;
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:Example: Mangrodkast &amp;quot;Ashamed Genius&amp;quot;: a fire imp leather shield&lt;br /&gt;
:This is a fire imp leather shield.  All craftdwarfship is of the highest quality. It is encrusted with bauxite,  decorated with leopard leather, and encircled with bands of fire imp leather, sturgeon leather, red diamond, green tourmaline, and nickel.  This object is adorned with hanging rings of yellow diamond, donkey leather, and groundhog leather.  On the item is an image of a cave spider in green diamond.&lt;br /&gt;
:On the item is an image of Ashamedgenius the fire imp leather shield in cave spider silk.&lt;br /&gt;
:On the item is an image of dwarves in yellow zircon. The dwarves are traveling.  The artwork relates to the founding of Archspears by the Vestibule of Utterances of The Rags of Excavation in 30.&lt;br /&gt;
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So, it includes: Fire imp leather, sturgeon leather, leopard leather, '''donkey leather''', '''groundhog leather''', bauxite, red diamond, green diamond, yellow diamond, '''green tourmaline''', nickel, cave spider silk, and (rough) yellow zircon, a total of 13 items.  The bolded items I had forbade after they made it to the workshop because I wanted the dwarf to use more valuable items, and unforbade them after the dwarf brought such items to the workshop.  I actually forbade a third piece of leather, which must have been put away (or possibly simply added to the job queue and thus unavailable) since it was not also added to the artifact.&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 05:03, 17 January 2009 (EST)&lt;br /&gt;
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== Losing an artifact? ==&lt;br /&gt;
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I just had my worst artifact ever (first and only of this fort, a possession, created a turtle shell idol worth 3k) stolen by a kobold thief. However, there's no note about the artifact being lost on the artifact menu like the page says. Bug, or should the page be updated?&lt;br /&gt;
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:Re: Losing an artifact&lt;br /&gt;
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:Not sure if i'm editting this right, I'm not good at wikis. Anyway, several seasons after losing that artifact, it's name simply -disappeared- from the list of my artifacts. Again this seems to disagree with the article...&lt;br /&gt;
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== Automatic Royal Wrong==&lt;br /&gt;
: An artifact furniture does NOT automatically make the room Royal. Case in point, my first artifact in my current fort- a wood bed with an image of cloud in pine. Only worth 3600, so no royal. Only grand. I suppose I should edit the article...&lt;br /&gt;
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::Pretty much everything on the wiki regarding to room value is either wrong or hopelessly outdated =( --[[User:LegacyCWAL|LegacyCWAL]] 21:15, 16 March 2009 (UTC)&lt;br /&gt;
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== Bug with Cloth in Artifacts ==&lt;br /&gt;
:A mechanic got possessed and made an artifact mica mechanism. He used a mica, cave spider silk ''cloth'' and pig tail ''cloth''. However, when the artifact was made, it said &amp;quot;...It is encircled with bands of cave spider silk and Pig tail..&amp;quot;. Does the artifact-making process reduce the cloth to the raw material it was made of?&lt;br /&gt;
&lt;br /&gt;
::When describing the clothes you wear, would you usually say it's made from cotton and polyester, or that it was made from cotton cloth and sheets of polyester?  Given that thread is not used as crafting materials, it should be quite obvious that those bands are of cloth.&lt;br /&gt;
&lt;br /&gt;
= leopard bone leggins ==&lt;br /&gt;
What kind/level/amount of protection can i expect of that artifact? Will it show wear when i let it wear adwarf? --[[User:Birthright|Birthright]] 08:04, 19 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crossbow ==&lt;br /&gt;
I think the small entry about artifact crossbows needs to be changed, it's a tad confusing. &amp;quot;Note that the material of a crossbow, artifact or not, does not change its '''''shooting abilities''''', only its viability in melee. However, higher quality crossbows '''''shoot better'''''.&amp;quot; -[[User:Lamp|Lamp]] 22:27, 29 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Lamp</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17809</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17809"/>
		<updated>2009-06-09T23:14:12Z</updated>

		<summary type="html">&lt;p&gt;Lamp: Fixed a red link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(If looking for articles on catapults and ballistae, see [[Siege engine|Siege Engines]].)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''siege''' is a special, [[fun]] time in [[Fortress mode]] when an army attempts to attack and kill all of your [[dwarves]]. It is at this time you should activate your [[military]], keep civilians indoors, raise the [[drawbridge]]s and pray you have your defenses ready.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message &amp;quot;a vile force of darkness has arrived!&amp;quot; and the top of the screen reads &amp;quot;SIEGE&amp;quot; in yellow and red. Siegers are immediately visible at the map edge, whereas [[ambush]]ers or [[thief|thieves]] are not.&lt;br /&gt;
&lt;br /&gt;
During a siege supply lines are cut, and no caravans will visit your fortress.  Unlike a caravan passing your fort due to an inaccessible trade depot, the traders don't appear on the map at all, and no message informs you of this. However, caravans that are already on the map will continue to your fortress as normal, assuming the besiegers don't kill them.&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send kidnappers and ambushers once your fort's population or [[wealth]] reaches a certain amount{{Verify}}, and will start sieging once your total population reaches 80. (Dead dwarves count){{Verify}}. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even babysnatched/refugee [[human]]s and [[elves]]) and sometimes mounted on [[beak dog]]s, and occasionally accompanied by up to 3 squads of 5-8 [[troll]]s. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
Trolls are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for [[buildings]] and start demolishing. Locked [[door]]s will keep the goblins out, but can be demolished by trolls. Note that [[Constructions]] are treated as inert terrain objects and therefore can't be destroyed by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
Goblins are less than stalwart, and once a siege sustains significant casualties, there will come a rousing cry of &amp;quot;Screw you guys, I'm going home&amp;quot; as the last goblin survivors retreat at full pelt; it is not always necessary to exterminate them.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Humans can siege your fortress, letting too many caravans get lost to enemies may provoke them.  On entry to the map they will set up a Campfire and wait there for a while, making attacks of opportunity on dwarves that come to the surface, before taking the final headlong charge in much the same way as goblins. &lt;br /&gt;
&lt;br /&gt;
The message is slightly different from the goblin sieges: &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They may be mounted on horses.&lt;br /&gt;
&lt;br /&gt;
They may eventually send a diplomat, who will parley with your leader and offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
As of Version 39f it is possible for [[Elves]] to lay siege to your fortress.  You will get the standard message notifying you of a Siege; however, you will not be able to see any enemy units and the SIEGE banner across the top will instantly disappear. This is because all elven siegers enter the map [[ambusher|sneaking]]; isn't that [[fun]]?  The Elven squads typically consist of a mix of swordselves and wrestlers, all of whom will be using wooden equipment. Later sieges may also feature archers and spearelves, again with wooden weapons. The first time this happens, if your military consists of untrained dwarve, an Elven siege could be an extreme problem. Otherwise, most will not have much trouble resisting the sieges. Difficulty may eventually increase, but this has not been confirmed.&lt;br /&gt;
&lt;br /&gt;
Elves may be mounted on [[unicorn]]s.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or, rather, [[wealth]]. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their [[arrow]]s have been exhausted.&lt;br /&gt;
&lt;br /&gt;
=== Megabeasts ===&lt;br /&gt;
Megabeasts are a siege consisting of one enemy. A certain wealth or a population of around 100 may trigger one.{{Verify}} A megabeast, such as a [[bronze colossus]], [[dragon]], or [[titan]], will arrive on the map and head towards your fortress.&lt;br /&gt;
&lt;br /&gt;
Megabeasts rely entirely on [BUILDING_DESTROYER:2] to path to your fortress. Unlike other sieges, they can be stopped simply by shutting a door behind another door. Vanilla megabeasts are easy to defeat and by default only 20% will survive worldgen.{{version|0.28.181.40d}} Can be set higher via /data/init/worldgen.txt.&lt;br /&gt;
&lt;br /&gt;
Increasing [DAMBLOCK] or [SIZE] can help buff up megabeasts, as well as editing their body to be more complex (realistic dragons with scales, for example) and setting them to be made out of certain materials (steel or adamantine, for example){{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Defending against a Siege ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksdwarf|marksdwarves]] where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortification]]s.)&lt;br /&gt;
** A good tip for your military is to make sure that you take out goblin squads early. They tend to arrive all over the map, so you have a chance to strike while they are still scattered. Send groups of dwarves large enough you know you will win with no causualties (normally, a modestly trained group around three-quarters the size of a goblin group has nothing to fear unless there are crossbows, but use extra dwarves just in case) to each squad, so that you don't have to deal with 50 goblins beating down your door in one massive group. In such large numbers, goblins are far more likely to seriously injure or kill even the hardiest of dwarven warriors, while when they are in their initial squads dwarves have much less to fear.&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and [[Release the Hounds!|release]] them via [[lever]]/[[pressure plate]] as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, [[catapult]]s and [[ballista]]e, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the [[weapons]]' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help. [[Cage]] [[traps]] are one guaranteed removal in most cases (even some [[megabeasts]] can be siezed by these) and there are a lot of entertaining ways of dealing with [[Captured creatures#Execution|captured creature]]s once their friends have been beaten back.&lt;br /&gt;
&lt;br /&gt;
*Locked (forbidden) doors will keep [[invader]]s out indefinitely, if locked before they seize the door. Doors won't keep siege trolls out, but drawbridges will. Closing all entrances will result in enemies milling around outside your walls without a destination. The siege will end after some (LONG) time have passed, but if you intend to sit it through, make sure you have enough wood, a well and a food source.&lt;br /&gt;
&lt;br /&gt;
*A [[moat]] can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results. Even when not filled, a 1-tile wide [[channel]] is a fast and effective way of stopping besiegers or to guide them into areas you want. Note that water in moats may freeze over during winter (in some maps) providing a possible, if temporary, [[losing|weak point]].&lt;br /&gt;
&lt;br /&gt;
== Civilians ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves will still attempt to do their jobs during a siege, including cutting down [[tree]]s or hauling in items and [[corpse]]s from outdoors. Dwarves will run from invaders, but only ''after'' getting within [[crossbow]]-range, so their self-preservation skills are lackluster when the enemy has ranged weapons, or moves more quickly than them. There are [[Help! My civilians keep running into combat!|several strategies]] to preserve your civilians' lives, none of them perfect.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
:* [[Help! My civilians keep running into combat!]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;br /&gt;
[[Media:Example.ogg]]&lt;/div&gt;</summary>
		<author><name>Lamp</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1238</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1238"/>
		<updated>2009-06-01T23:06:12Z</updated>

		<summary type="html">&lt;p&gt;Lamp: fixed a red link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add new quotes, please visit the [[Main Page/Quote]] page and add it to the random script, see the '''edit''' page for instructions.&lt;br /&gt;
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Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.&lt;br /&gt;
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&amp;quot;Okay, there are dwarves walking around, though it's next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes, but there are dwarves walking around.&amp;quot; - [[Toady One]]&lt;br /&gt;
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&amp;quot;Ok Children, I hoped you have learned your lesson, now go explain to that guard's parents why he isn't coming home today.&amp;quot;&lt;br /&gt;
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&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;&lt;br /&gt;
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&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;&lt;br /&gt;
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Toady has created a masterpiece!&lt;br /&gt;
&lt;br /&gt;
Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?&lt;br /&gt;
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Do these +narrow chimpanzee leather trousers+ make me look fat?&lt;br /&gt;
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This wiki menaces with spikes of bread.&lt;br /&gt;
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I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
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&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot; - [[Sowelu ]]&lt;br /&gt;
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Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...&lt;br /&gt;
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&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot; - [[Toady One]]&lt;br /&gt;
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&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.-[[Toady One]]&lt;br /&gt;
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How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...&lt;br /&gt;
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Rock nut is a plant.  You can't &amp;quot;tame&amp;quot; it.&lt;br /&gt;
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The default mental state of a dwarf is madness.  Sanity is a temporary condition - a PRIVILEGE you have to EARN!&lt;br /&gt;
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&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&lt;br /&gt;
- George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
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Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
&lt;br /&gt;
Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
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[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
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[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
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Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
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The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&lt;br /&gt;
Dev Notes''':''' Stopped booze food from melting, even though it probably should&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.&lt;br /&gt;
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Who knew bridges could be such incredible killing machines?&lt;br /&gt;
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Breeding is difficult when your genitalia fell off years ago.&lt;br /&gt;
&lt;br /&gt;
Snodub was the only person in the history of the world to have &amp;quot;Chunky&amp;quot; in her name.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
On Core59: Random poems&lt;br /&gt;
&amp;quot;Travel quietly like a big fortress.&lt;br /&gt;
Ah, desolation!&lt;br /&gt;
All fortresses command dark, rough dwarves.&lt;br /&gt;
The rugged carp roughly loves the fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.&lt;br /&gt;
&lt;br /&gt;
“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
&lt;br /&gt;
Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.&lt;br /&gt;
&lt;br /&gt;
Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
&lt;br /&gt;
Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]&lt;br /&gt;
&lt;br /&gt;
Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.&lt;br /&gt;
&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe, but it doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
&lt;br /&gt;
It would be incredibly difficult and it probably wouldn't work...In other words, its absolutely dwarven!&lt;br /&gt;
&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&lt;br /&gt;
--Sowelu&lt;br /&gt;
Very fitting to dwarves, I must add.&lt;br /&gt;
--Sean Mirrsen&lt;br /&gt;
&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
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&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The spinning Wolf left front leg strikes the wolf in the right front leg.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
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I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
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&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King&lt;br /&gt;
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'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.&lt;br /&gt;
&lt;br /&gt;
If in doubt, [[Water|flood]] the fort!&lt;br /&gt;
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Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
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Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;&lt;br /&gt;
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Only you can prevent fortress fires.&lt;br /&gt;
&lt;br /&gt;
On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''&lt;br /&gt;
&lt;br /&gt;
'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot; - &amp;quot;I think the leader business is getting to his head!&lt;br /&gt;
&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&lt;br /&gt;
&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
&lt;br /&gt;
M.C. Hammerer.&lt;br /&gt;
&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&lt;br /&gt;
&amp;quot;What? B-but I didn't-&amp;quot;&lt;br /&gt;
&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THIS!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THAT!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
Etc...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Does not the book of Armok state that &amp;quot;thou shalt not covet thy neighbours burning trousers, for he who does shall surely perish in flames?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, there are roving clumps of sentient lava outside, and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. This isn't going to get better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If I remembered what the &amp;amp;%^#*@! lever did, I'd pull it! &amp;lt;...pulls lever anyway...&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The merchants won't leave because I killed their guys &amp;amp; I can't drown them because there's a shoe in the floodgate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WAIT A MOMENT! Don't at another quote here. Look at the title! This is the archive. It's nothing but old stuff.  Instead, add your quote to this page: http://www.dwarffortresswiki.net/index.php/Main_Page/Quote --!&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lamp</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21736</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21736"/>
		<updated>2009-05-24T14:37:29Z</updated>

		<summary type="html">&lt;p&gt;Lamp: Added the great wall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more difficulty and [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Difficult Builds ==&lt;br /&gt;
A sub-optimal embark profile can make the first few years more difficult than they might otherwise be. After a few years, however, immigration, trading, and development of new industries will likely bring your fort up to usual standards. For best results, combine with a restriction.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Hunting Party ===&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
=== Bandit Camp ===	 &lt;br /&gt;
	 &lt;br /&gt;
* At least 3 marksdwarves.	 &lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.	 &lt;br /&gt;
	 &lt;br /&gt;
Attack and loot every sentient creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
* No skills&lt;br /&gt;
* No items&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
Several of the game's features are rightly considered broken. Creating self-imposed limitations on what you can and cannot do may alleviate this.&lt;br /&gt;
&lt;br /&gt;
=== ASPCA ===&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (Whether &amp;quot;them&amp;quot; refers to the pets or the owners is up to the discretion of local [[mayor]]s.)&lt;br /&gt;
&lt;br /&gt;
=== City-States ===&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
=== Dieting Dwarves ===&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
=== Hippy challenge ===&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
=== Hermit ===&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
=== Nay, no ponderous stone doors or shining silver arcades, not while I live! ===&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
* Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
* Build with soap. Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, and one type of wood. Your whole fortress must be made from these items. You may further narrow it down to bones, skin, and other from one animal, one type of glass, etc. If any artifacts are made using a forbidden item, chuck into lava, a river, or a chasm (you may need to throw the dwarf who made it in as well, since he will throw a tantrum).&lt;br /&gt;
&lt;br /&gt;
=== Luddite ===&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
=== Master Of One ===&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
=== The Mad Butcher ===&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs.&lt;br /&gt;
*Start with a normal build except:&lt;br /&gt;
**One dwarf should be a dedicated butcher/tanner.&lt;br /&gt;
**Buy minimal food.&lt;br /&gt;
**Bring as many puppies or kittens as possible.&lt;br /&gt;
*Drop all your puppies or kittens into cages or into animal pits as soon as possible. &lt;br /&gt;
*Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&lt;br /&gt;
*At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&lt;br /&gt;
*Set it all up so that the mad butcher cannot escape.&lt;br /&gt;
*As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher.&lt;br /&gt;
*To retrieve the food and leather without releasing the butcher, either have him dump it down another hole or use an airlock system.&lt;br /&gt;
*See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&lt;br /&gt;
&lt;br /&gt;
=== No death ===&lt;br /&gt;
&lt;br /&gt;
Try to play the game for as long as possible without losing any dwarf (so no death, but also no failed mood, no kidnapping, no beating to death, etc.) A simple challenge, yet harder than what it seems to be.&lt;br /&gt;
&lt;br /&gt;
Some players consider this to be the opposite of the intent of Dwarf Fortress.  So naturally, it must be done.&lt;br /&gt;
&lt;br /&gt;
== Megaprojects ==&lt;br /&gt;
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]] when it's finished.&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
=== The great brewery ===&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
=== Castle ===&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
=== Biodome ===&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
=== Underwater fortress ===&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
=== Mountain audit/core sample ===&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
=== Santa Claus ===&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
=== Graveyard Master ===&lt;br /&gt;
&lt;br /&gt;
Ever dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for ever dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be locked and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
=== How high can you go? ===&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
=== Computing ===&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
=== Doomsday Clock ===&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best.&lt;br /&gt;
&lt;br /&gt;
=== World Domination ===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Casting ===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
=== The Monolith ===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
=== Ceremonial Sacrifices ===	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
=== Space Ship ===&lt;br /&gt;
&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it all out of [[steel]].&lt;br /&gt;
&lt;br /&gt;
[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
=== Dwarf like an Egyptian ===&lt;br /&gt;
&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
=== Skull collector ===&lt;br /&gt;
&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room.&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throneroom with kittens.&lt;br /&gt;
&lt;br /&gt;
=== Moria ===&lt;br /&gt;
&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
=== Crematory Fortress ===&lt;br /&gt;
&lt;br /&gt;
* Requires a [[magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma pipe]] and [[engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: At the time of writing, the editor isn't sure if coffins falling off the bottom of the map count as being 'lost.'  If they do, channel out a magma pool and put the temple above that to avoid tantrums.&lt;br /&gt;
&lt;br /&gt;
=== Swiss Precision ===&lt;br /&gt;
&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; floodgates in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
=== The cube ===&lt;br /&gt;
&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to eachother with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
=== Land battleship ===&lt;br /&gt;
&lt;br /&gt;
Turn your moutain into a huge battlestation, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (ie, everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.&lt;br /&gt;
&lt;br /&gt;
== Themed fortress ==&lt;br /&gt;
The middle ground between restrictions and megaprojects. A theme gives your fort a sense of purpose, while usually being less time-consuming than a megaproject. Additionally, many themes can be combined together.&lt;br /&gt;
&lt;br /&gt;
=== Fort Geneva ===&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
=== Immigration and customs enforcement ===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
=== Luxury Hotel ===&lt;br /&gt;
&lt;br /&gt;
Build a hotel with large luxurious rooms &lt;br /&gt;
* Starting 7 dwarfs will be the only dwarfs that can work.&lt;br /&gt;
* All immigrants will be treated like nobles and will have all labors turned off.&lt;br /&gt;
* Provide places to throw parties.&lt;br /&gt;
*BONUS: Make a large fountain or waterfall centerpiece.&lt;br /&gt;
*BONUS: Keep the hotel up to code with health and safety.&lt;br /&gt;
** If any of the ''customers'' die or get kidnapped you must abandon the hotel.&lt;br /&gt;
*MEGA BONUS: Make the entire hotel out of ice.&lt;br /&gt;
&lt;br /&gt;
=== Segregation ===&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
=== No singles ===&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
=== Live up to your name ===&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
=== Equaland ===&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
=== This. Is. SPARTAAAA! ===&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
Refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. Forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't create chainmail or plate armour. Brew only wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
=== Commune ===&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both enabled simultaneously.)&lt;br /&gt;
&lt;br /&gt;
=== Government in Exile ===&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
=== Stay Awhile, and Listen ===&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&lt;br /&gt;
&lt;br /&gt;
Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
=== Noblesse requiro ===&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
=== Humanlike Fortress ===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|humie]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as [[mega constructions|one huge arcology]].&lt;br /&gt;
&lt;br /&gt;
=== Sitting on trees ===&lt;br /&gt;
Build up your fortress on the top of giant trees (that you have to construct from wood at first). Don´t build anything underground. Show that snobbish elves that dwarves are better in EVERYTHING - even in sitting on trees.&lt;br /&gt;
* BONUS: Build your tree-city at a place with low (or even no) vegetation.&lt;br /&gt;
* BONUS: Light it on fire.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
=== The Great Wall of Urist ===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and 25 tall.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;/div&gt;</summary>
		<author><name>Lamp</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21735</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21735"/>
		<updated>2009-05-24T14:27:46Z</updated>

		<summary type="html">&lt;p&gt;Lamp: /* Sitting on trees */  light it on fire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more difficulty and [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Difficult Builds ==&lt;br /&gt;
A sub-optimal embark profile can make the first few years more difficult than they might otherwise be. After a few years, however, immigration, trading, and development of new industries will likely bring your fort up to usual standards. For best results, combine with a restriction.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Hunting Party ===&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
=== Bandit Camp ===	 &lt;br /&gt;
	 &lt;br /&gt;
* At least 3 marksdwarves.	 &lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.	 &lt;br /&gt;
	 &lt;br /&gt;
Attack and loot every sentient creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
* No skills&lt;br /&gt;
* No items&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
Several of the game's features are rightly considered broken. Creating self-imposed limitations on what you can and cannot do may alleviate this.&lt;br /&gt;
&lt;br /&gt;
=== ASPCA ===&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (Whether &amp;quot;them&amp;quot; refers to the pets or the owners is up to the discretion of local [[mayor]]s.)&lt;br /&gt;
&lt;br /&gt;
=== City-States ===&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
=== Dieting Dwarves ===&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
=== Hippy challenge ===&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
=== Hermit ===&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
=== Nay, no ponderous stone doors or shining silver arcades, not while I live! ===&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
* Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
* Build with soap. Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, and one type of wood. Your whole fortress must be made from these items. You may further narrow it down to bones, skin, and other from one animal, one type of glass, etc. If any artifacts are made using a forbidden item, chuck into lava, a river, or a chasm (you may need to throw the dwarf who made it in as well, since he will throw a tantrum).&lt;br /&gt;
&lt;br /&gt;
=== Luddite ===&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
=== Master Of One ===&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
=== The Mad Butcher ===&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs.&lt;br /&gt;
*Start with a normal build except:&lt;br /&gt;
**One dwarf should be a dedicated butcher/tanner.&lt;br /&gt;
**Buy minimal food.&lt;br /&gt;
**Bring as many puppies or kittens as possible.&lt;br /&gt;
*Drop all your puppies or kittens into cages or into animal pits as soon as possible. &lt;br /&gt;
*Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&lt;br /&gt;
*At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&lt;br /&gt;
*Set it all up so that the mad butcher cannot escape.&lt;br /&gt;
*As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher.&lt;br /&gt;
*To retrieve the food and leather without releasing the butcher, either have him dump it down another hole or use an airlock system.&lt;br /&gt;
*See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&lt;br /&gt;
&lt;br /&gt;
=== No death ===&lt;br /&gt;
&lt;br /&gt;
Try to play the game for as long as possible without losing any dwarf (so no death, but also no failed mood, no kidnapping, no beating to death, etc.) A simple challenge, yet harder than what it seems to be.&lt;br /&gt;
&lt;br /&gt;
Some players consider this to be the opposite of the intent of Dwarf Fortress.  So naturally, it must be done.&lt;br /&gt;
&lt;br /&gt;
== Megaprojects ==&lt;br /&gt;
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]] when it's finished.&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
=== The great brewery ===&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
=== Castle ===&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
=== Biodome ===&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
=== Underwater fortress ===&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
=== Mountain audit/core sample ===&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
=== Santa Claus ===&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
=== Graveyard Master ===&lt;br /&gt;
&lt;br /&gt;
Ever dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for ever dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be locked and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
=== How high can you go? ===&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
=== Computing ===&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
=== Doomsday Clock ===&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best.&lt;br /&gt;
&lt;br /&gt;
=== World Domination ===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Casting ===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
=== The Monolith ===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
=== Ceremonial Sacrifices ===	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
=== Space Ship ===&lt;br /&gt;
&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it all out of [[steel]].&lt;br /&gt;
&lt;br /&gt;
[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
=== Dwarf like an Egyptian ===&lt;br /&gt;
&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
=== Skull collector ===&lt;br /&gt;
&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room.&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throneroom with kittens.&lt;br /&gt;
&lt;br /&gt;
=== Moria ===&lt;br /&gt;
&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
=== Crematory Fortress ===&lt;br /&gt;
&lt;br /&gt;
* Requires a [[magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma pipe]] and [[engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: At the time of writing, the editor isn't sure if coffins falling off the bottom of the map count as being 'lost.'  If they do, channel out a magma pool and put the temple above that to avoid tantrums.&lt;br /&gt;
&lt;br /&gt;
=== Swiss Precision ===&lt;br /&gt;
&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; floodgates in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
=== The cube ===&lt;br /&gt;
&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to eachother with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
=== Land battleship ===&lt;br /&gt;
&lt;br /&gt;
Turn your moutain into a huge battlestation, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (ie, everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.&lt;br /&gt;
&lt;br /&gt;
== Themed fortress ==&lt;br /&gt;
The middle ground between restrictions and megaprojects. A theme gives your fort a sense of purpose, while usually being less time-consuming than a megaproject. Additionally, many themes can be combined together.&lt;br /&gt;
&lt;br /&gt;
=== Fort Geneva ===&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
=== Immigration and customs enforcement ===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
=== Luxury Hotel ===&lt;br /&gt;
&lt;br /&gt;
Build a hotel with large luxurious rooms &lt;br /&gt;
* Starting 7 dwarfs will be the only dwarfs that can work.&lt;br /&gt;
* All immigrants will be treated like nobles and will have all labors turned off.&lt;br /&gt;
* Provide places to throw parties.&lt;br /&gt;
*BONUS: Make a large fountain or waterfall centerpiece.&lt;br /&gt;
*BONUS: Keep the hotel up to code with health and safety.&lt;br /&gt;
** If any of the ''customers'' die or get kidnapped you must abandon the hotel.&lt;br /&gt;
*MEGA BONUS: Make the entire hotel out of ice.&lt;br /&gt;
&lt;br /&gt;
=== Segregation ===&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
=== No singles ===&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
=== Live up to your name ===&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
=== Equaland ===&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
=== This. Is. SPARTAAAA! ===&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
Refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. Forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't create chainmail or plate armour. Brew only wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
=== Commune ===&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both enabled simultaneously.)&lt;br /&gt;
&lt;br /&gt;
=== Government in Exile ===&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
=== Stay Awhile, and Listen ===&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&lt;br /&gt;
&lt;br /&gt;
Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
=== Noblesse requiro ===&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
=== Humanlike Fortress ===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|humie]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as [[mega constructions|one huge arcology]].&lt;br /&gt;
&lt;br /&gt;
=== Sitting on trees ===&lt;br /&gt;
Build up your fortress on the top of giant trees (that you have to construct from wood at first). Don´t build anything underground. Show that snobbish elves that dwarves are better in EVERYTHING - even in sitting on trees.&lt;br /&gt;
* BONUS: Build your tree-city at a place with low (or even no) vegetation.&lt;br /&gt;
* BONUS: Light it on fire.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Lamp</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49160</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=49160"/>
		<updated>2009-05-24T14:16:51Z</updated>

		<summary type="html">&lt;p&gt;Lamp: Platinum is not highest value, it's on par with aluminum and adamantium is much nicer.&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;
{| 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;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value Ore||Smelt into [[aluminum]], a highest-value [[metal]]  second only to [[Adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||Stone||Magma-proof [[door]]s, [[floodgate]]s, [[mechanism]]s &amp;amp; etc; only source of some high-value gems&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure Ore||ingredient of [[Bismuth Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||Stone||Smelt into [[Fuel]], Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||Stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon Ore||Smelt into [[tin]], a low-value metal; ingredient of [[bronze]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||Stone||red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||Layer stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||Stone||blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]||common low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[Layer]] stone||only source of some [[ore]]s &amp;amp; [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||Ore||Smelt into [[lead]], a low-value metal, w/ a 50% chance for [[silver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon Ore||Smelt into [[Nickel]], a low-value but [[magma-proof]] metal &lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||Ore||Smelt into [[gold]], a high-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[Layer]] stone||only source of some ores; relatively rich in content, often found at the base of mountains.&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||Stone||Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||Stone||yellow Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||Ore||Smelt into [[iron]], , a mid-value metal; ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||Stone||dark red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||Stone||Only source of [[diamond]]s, dark blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||Stone||Smelt into [[Fuel]], Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value Ore||Smelt into [[iron]], a mid-value metal; ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value Ore||Smelt into [[iron]], a mid-value metal; ingredient for [[steel]], may contain veins of [[platinum]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||Stone||eye-blasting blue color, may make dwarves question their sexuality.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[Layer]] stone||create stone [[short sword]]s, highest value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||Stone|| may contain [[platinum]], green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||Stone||purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value Ore||Smelt into [[platinum]], a highest-value [[metal]] second only to [[Adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw Adamantine]]||THE Highest value &amp;quot;Ore&amp;quot;||becomes [[Adamantine]], by far the most valuable substance&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||Stone||Purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[Layer]] stone||Brown color&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||Stone||green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon Ore||Smelt into [[zinc]], a low-value metal; ingredient for [[brass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value Ore||Smelt into [[copper]], a low-value metal, w/ a 20% additional chance of [[silver]]; smelt into [[billon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Value of rocks &amp;amp; metals==&lt;br /&gt;
&amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  Value multiplies any final product that is created with that material by that multiplier.  A generic statue is worth much more than a generic mug, but a gold mug might be worth more than a common-stone statue. ''(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 - 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;
For metals, low-value ''(like copper or nickel)'' is x2 or x3.  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. ''(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;
Adamantine is not exactly a metal, altho' it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred'').  It is also quantums better than steel for all combat purposes, and steel is the best material otherwise available.&lt;br /&gt;
&lt;br /&gt;
''(To be complete and for comparison, all wood has a value of x1.)''&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 defeined 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;
===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>Lamp</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49159</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=49159"/>
		<updated>2009-05-24T14:11:40Z</updated>

		<summary type="html">&lt;p&gt;Lamp: &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;
{| 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;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value Ore||Smelt into [[aluminum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||Stone||Magma-proof [[door]]s, [[floodgate]]s, [[mechanism]]s &amp;amp; etc; only source of some high-value gems&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure Ore||ingredient of [[Bismuth Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||Stone||Smelt into [[Fuel]], Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||Stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon Ore||Smelt into [[tin]], a low-value metal; ingredient of [[bronze]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||Stone||red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||Layer stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||Stone||blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]||common low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[Layer]] stone||only source of some [[ore]]s &amp;amp; [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||Ore||Smelt into [[lead]], a low-value metal, w/ a 50% chance for [[silver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon Ore||Smelt into [[Nickel]], a low-value but [[magma-proof]] metal &lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||Ore||Smelt into [[gold]], a high-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[Layer]] stone||only source of some ores; relatively rich in content, often found at the base of mountains.&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||Stone||Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||Stone||yellow Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||Ore||Smelt into [[iron]], , a mid-value metal; ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||Stone||dark red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||Stone||Only source of [[diamond]]s, dark blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||Stone||Smelt into [[Fuel]], Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value Ore||Smelt into [[iron]], a mid-value metal; ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value Ore||Smelt into [[iron]], a mid-value metal; ingredient for [[steel]], may contain veins of [[platinum]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||Stone||eye-blasting blue color, may make dwarves question their sexuality.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[Layer]] stone||create stone [[short sword]]s, highest value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||Stone|| may contain [[platinum]], green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||Stone||purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value Ore||Smelt into [[platinum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw Adamantine]]||THE Highest value &amp;quot;Ore&amp;quot;||becomes [[Adamantine]], by far the most valuable substance&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||Stone||Purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[Layer]] stone||Brown color&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||Stone||green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon Ore||Smelt into [[zinc]], a low-value metal; ingredient for [[brass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value Ore||Smelt into [[copper]], a low-value metal, w/ a 20% additional chance of [[silver]]; smelt into [[billon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Value of rocks &amp;amp; metals==&lt;br /&gt;
&amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  Value multiplies any final product that is created with that material by that multiplier.  A generic statue is worth much more than a generic mug, but a gold mug might be worth more than a common-stone statue. ''(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 - 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;
For metals, low-value ''(like copper or nickel)'' is x2 or x3.  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. ''(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;
Adamantine is not exactly a metal, altho' it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred'').  It is also quantums better than steel for all combat purposes, and steel is the best material otherwise available.&lt;br /&gt;
&lt;br /&gt;
''(To be complete and for comparison, all wood has a value of x1.)''&lt;br /&gt;
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==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 defeined 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;
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===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;
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See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
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[[Category:Guides]][[Category:Stone|*]]&lt;/div&gt;</summary>
		<author><name>Lamp</name></author>
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