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		<title>v0.34:Trading</title>
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		<summary type="html">&lt;p&gt;Lieutenant Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchant animals and wagons&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units are initially forbidden, but can be claimed via unforbidding and dumping them&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting trader has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you establish your hospital at the moment the first elven caravan arrives, or if you add the first coffers to it, your dwarves will take all of the cloth and thread they can carry off of the elves.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes..&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
** On a similar note, if you have sold a large number of low value goods (such as all the loincloths and cloaks scrounged from a siege,) it can take a caravan ''months'' to pack it all up, to the point where they're still on the depot when the next one comes. An incoming caravan can occupy the same depot and trade with you, but if they both try to go through your entry tunnel at the same time they will become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot (possibly months if he is &amp;quot;[[on break]]&amp;quot;). Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves, and winter for goblins. It is rare for your civilization to be on peaceful terms with goblins, however. In the first year, only a dwarven caravan will arrive, although it will only arrive  in late autumn, about a month later than in previous versions. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are [[extinct]].{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering an obstacle will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Our fortunes rise and fall together&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* unguarded&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[lye]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and one of the tokens (presumably babysnatcher) makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Diplomats ==&lt;br /&gt;
[[Diplomat]]s may be sent by other civilizations to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left). Diplomats generally appear on the map edge around the time that civilization's caravan would arrive. Meeting with a diplomat may allow you to request specific items for the next caravan to bring (at a premium price), take requests for production for the next caravan (for which the merchants will pay a premium), or sign a cease-fire to end hostilities.&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a diplomat of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the diplomat may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}} &lt;br /&gt;
&lt;br /&gt;
An unhappy diplomat will naturally prevent you from creating trade agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
If an large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
*One outgoing trade caravan can run into another incoming trade caravan, leading to them getting stuck in the entrance to your fortress, wagons breaking, trade failing, and other problems. Rarely, this can even happen out in the open, when they are surrounded by plenty of space to maneuver. {{Bug|5687}}&lt;br /&gt;
*[[Unfortunate accident|Killed]] caravan guards can't be [[slab|memorialized]] {{Bug|5755}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air for the majority of the year (until the water refreezes). At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] will henceforth be referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bucket&amp;diff=194410</id>
		<title>v0.34:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bucket&amp;diff=194410"/>
		<updated>2013-11-26T17:35:22Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:23, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
{{furniture|name=Bucket&lt;br /&gt;
|tile=û|col=6:0:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=N&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Soap maker's workshop]]&lt;br /&gt;
* [[Ashery]]&lt;br /&gt;
* [[dyer's shop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Buckets''' are made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] or [[magma forge]]. They are used by dwarves to carry [[water]], when making [[lye]], milking [[animals]] and for cleaning wounded dwarves. Milk and lye can also be ''stored'' in buckets, but dwarves will prefer to empty the buckets into suitable [[barrel]]s. A bucket is also needed for the construction of a [[well]], a [[soap maker's workshop]], an [[ashery]] or a [[dyer's shop]].  To make a bucket, push {{k|q}} and highlight the carpenter's workshop.  Then push {{k|a}} to add a new task, and push {{k|e}} to make a wooden bucket.  A suitable dwarf will fulfill your request when he has time.&lt;br /&gt;
&lt;br /&gt;
They are stored on the furniture [[stockpile]]. &lt;br /&gt;
&lt;br /&gt;
Metal buckets are unique in that they are the only blacksmithable item that uses 1 bar. This makes them useful for training blacksmiths, as the buckets can be melted down for a single bar, and training can occur even when metals are scarce.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Siege&amp;diff=191403</id>
		<title>v0.34:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Siege&amp;diff=191403"/>
		<updated>2013-08-11T02:36:00Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: /* Necromancer sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|14:21, 27 July 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race : the previous one is for goblins), and the main screen shows the &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
Caravans will not arrive at a besieged fortress.  They will arrive, though, if a siege is broken quickly enough, but it is possible to miss out entirely on a civilization's caravan for the year this way.  Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them.  Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the [[Embark]] site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
&lt;br /&gt;
*Siege forces usually consist of several 'squads'.  Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).&lt;br /&gt;
&lt;br /&gt;
*Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than their rider. For more info on mounted units, and the [[Fun]] they can unleash upon an ill-prepared defender, see: [[Mount]]&lt;br /&gt;
&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
&lt;br /&gt;
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
&lt;br /&gt;
*You can turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Goblin sieges are announced with the message, &amp;quot;''A vile force of darkness has arrived!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a certain [[population]], usually around 80. Usually the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress and attempting to kill your [[dwarves]]. Goblins sieges often include groups of [[Troll]]s, [[Ogre]]s, or [[Cave dragon]]s that can [[Building destroyer|break buildings]] and smash workshops.  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s. Goblin sieges usually involve [[Mount|mounted]] squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Elven sieges are announced with the message, &amp;quot;''The elves have brought the full forces of their lands against you.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) [[unicorn]]s or other [[elephant|exotic beasts]]. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing wooden armor, or nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Human sieges are announced with the message &amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with. Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. Humans often ride rather mundane animals, such as horses, camels (of both varieties), or war grizzly bears, and may bring along further war animals like trained cheetahs. Be aware that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges  ==&lt;br /&gt;
&lt;br /&gt;
Necromancer sieges are announced with ''&amp;quot;The [[undead|dead]] walk.  Hide while you still can!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to seige you if you embark in an area near a tower. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map in huge numbers, and begin slowly meandering towards your fortress. It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap you could possibly build set in advance, and when the undead legions arrive, lock everything down. Be sure to lock down all of your butcher's shops, crypts, and refuse stockpiles, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Also, be careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. Undead sieges may arrive with as few as one zombie to as many as one hundred or more. It doesn't really matter how many arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot get at your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. Necromancers can besiege your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead; but can cause very much cheesy fun if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191401</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191401"/>
		<updated>2013-08-11T02:33:16Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: /* Sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact [[slab]] containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from that particular slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. but only if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancers will ever arrive. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
Necromancers that are idle during a siege will occasionally start [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, for reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] such as a [[vampire]], [[werebeast]] or [[undead|husk/thrall]] is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. As obvious as it may be, undead will not attack necromancers, so making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already a night creature, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present, making it very safe for you, provided that the undead don't see you.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=186471</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=186471"/>
		<updated>2013-06-13T04:09:50Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: /* Dwarven 'mercenaries' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Accessible? ==&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depot Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
This is something I've not had the courage to verify, but I've noticed.  I deconstructed from under an Elven caravan once, and got their goods. They looked legit, and all that, and so I stocked them away, naturally.  I tried to trade with the next elf caravan, and making sure that none of the goods, even those weird &amp;lt;&amp;lt;ropes&amp;gt;&amp;gt; had any wood whatsoever. They claimed the item was one a beautiful tree, and is now a useless bauble.  They packed up and left.  I tried this more carefully the next year, and same thing.&lt;br /&gt;
&lt;br /&gt;
Point is, can anyone verify if a civ remembers what goods you steal by way of depot deconstruction? --[[User:Aescula|Aescula]] 10:23, 21 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
(EDIT) I would like to verify that you can, in fact, deconstruct the depot to gain all of the traders items. I haven't noticed any change in the factions relations with my fortress, but it's cheating! Do not cheat unless you need to! (to keep it fun for longer) ;)&lt;br /&gt;
&lt;br /&gt;
== Animal Genders ==&lt;br /&gt;
&lt;br /&gt;
I really feel stupid asking this one...  I notice the gender order in the liaison's meeting dialog seems to be set - Yak Cow and Yak Bull don't swap positions between liaisons, nor do Goose and Gander - but does anyone know which Dog and which Cat are which?  The three animals immediately above are all listed male first, then several in a row (dog, cat, donkey, horse) are listed which are impossible to distinguish male from female, then the next is listed female first.  I only need females to increase my breeding rate, of course, but this screen (and only this screen, as far as I can tell) fails to show any sign as to the animals' genders, if they're not distinguishable by name.    [[User:Gatherer818|Gatherer818]] 00:56, 4 September 2012 (UTC)&lt;br /&gt;
: I believe that males would come first, even if there gender isn't displayed, simply because there wouldn't be a good reason for them not to. If you need a specific gender, I would just request both and choose when they arrive, just to be safe. --{{User:Lethosor/sig}} 23:52, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins Arrive in Winter ==&lt;br /&gt;
I can confirm this. It's rare to have goblins at peace with your civilization, but it does in fact happen (with the same behavior as previous versions). Removing the verification tag in the paragraph that mentions it. [[User:Danjen|Danjen]] 02:54, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
While examining my disassembly of version 0.23.130.23a, I discovered some very interesting logic in the caravan code: the exact rules for &amp;quot;emergency supplies&amp;quot;.&lt;br /&gt;
# Bring enough meat and fish items so that you will end up with 5 for every meat-eater in your fortress (carnivores*5 - (food_meat + food_fish)). In practice, this does nothing because dwarves are omnivores.&lt;br /&gt;
# Bring enough meat/fish/plants/cheese (and probably also other food items) so that you will end up with 5 for every dwarf in your fortress (population*5 - (food_total - food_drink - food_seeds).&lt;br /&gt;
# Bring enough cloth/leather so that you have enough to make 5 sets of pristine clothes for every dwarf in your fortress (population*5 - (cloth_total + leather_total + min(armor_total, shoes_total, pants_total)).&lt;br /&gt;
# Bring enough logs so that you will end up with 1 for every dwarf in your fortress (population - wood_total).&lt;br /&gt;
&lt;br /&gt;
These rules actually date all the way back to 23a (aside from the &amp;quot;wood logs&amp;quot; rule), and they all count items which are non-rotten, have zero wear, and are unforbidden (for the clothes one, it also excludes anything which would be worn as Armor). Thus, caravans will start bringing cloth and leather in large quantities once your dwarves' existing clothes start to wear out. --[[User:Quietust|Quietust]] 19:12, 5 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flowchart error? ==&lt;br /&gt;
&lt;br /&gt;
I'm quite certain that the liaison does not talk with the broker, but rather with the main administrator - expedition leader, mayor, noble. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.65.223.39|91.65.223.39]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:True. I changed the flowchart (which is located [[Main:Trading/Flowchart|here]]). --{{User:Lethosor/sig}} 23:45, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven 'mercenaries' ==&lt;br /&gt;
&lt;br /&gt;
I apologize if this is in the wrong place, it just seemed like the most valid area to put it.&lt;br /&gt;
&lt;br /&gt;
So while playing one of my fortresses, a wagon got stuck leaving the depot and decided to sit there. Eventually, it broke and the merchants all ran away, but a curious thing happened. Two of the caravan guards remained beside it. So as the months turned into years, these few soldiers stayed by my fortress, never leaving, never going mad, never starving. And that's when it occurred to me. What if I could separate the soldiers from the caravan? The caravans don't care when soldiers don't come back, and the soldiers remained friendly after caravans had left. It would be a perfect backup for my fortress, a lever that can simply release an army of friendly soldiers into the enemy ranks, eager to path from the interior of my fort to the exit, undoubtedly through the front lines of the goblin invaders. So construction was begun, on the first guard-capturing system. It was a simple thing, simply a depot surrounded by retractable bridges, as soldiers have a tendency to walk around the outside of the depot while the merchants remain within, and although inefficient, it did begin to have some results.&lt;br /&gt;
&lt;br /&gt;
This inefficiency, of course, was unacceptable, so I decided to refine my system. A caged troll was placed on a platform opposite a bridge beside my depot, and a window was build between them. When soldiers arrived, the troll could be released, and being a building destroyer, would remain by the window in order to break it, while the soldiers would path across the bridge and be trapped below. This system, while still not perfect, resulted in a roughly 95% efficiency, with nearly all soldiers being captured underneath. &lt;br /&gt;
&lt;br /&gt;
During the following goblin Siege, the spike pit trap that was connected to my detainee pit, which I was testing in the meantime, began to have a curious result. Arrows were being fired out of it into the goblin horde, and I certainly did not post any archers there. The captured archers were firing out of the pit and into any goblin that pathed within range. &lt;br /&gt;
&lt;br /&gt;
This, of course, made me realize that it would be very possible to set up a system for caging archers, then releasing them into guard towers where they will defend your fortress at all times, never tiring, never needing breaks. Now, of course, I needed to figure out the logistics of such a task. Initial attempts at causing soldiers to be trapped by fall damage were... unsuccessful, however a cave in due to a poor channel design gave me an idea. Dust from cave ins will knock any creature unconscious, and it can easily be manufactured where necessary. This system, of course, resulted in several redesigns to my capturing apparatus, the main difference being a new system was required to produce the dust. The end result was very good, with very low casualties, and a very high caging rate. Archers could now be placed where required, attached to a lever, boxed in with fortifications, and released to provide covering fire for dwarves in case of a seige, ambush, or theives. Melee soldiers, on the other hand, I discovered could be chained wherever necessary. &lt;br /&gt;
&lt;br /&gt;
As of now, (practical) uses of your new soldiers include:&lt;br /&gt;
Last line of defense- soldiers will path towards the exit, and assuming your depot is near the entrance, this will likely be straight through the goblin soldiers&lt;br /&gt;
Archers- They can be on duty at all times, theives will be cut down mercilessly upon discovery. Some method of cutting off their line of sight, drawbridges for example, is recommended in case of elite archers. &lt;br /&gt;
Sentries- More likely to survive a goblin ambush than your average kitten.&lt;br /&gt;
Guards- A soldier is far stronger than a war dog, and unlike the dog will gain experience in his/her weapon of choice. Life expectancy is considerably longer as well.&lt;br /&gt;
Pit Traps- After a fall, goblins are essentially defenceless. A single soldier locked at the bottom of your pit trap will be able to easily dispatch anything that survives the fall. &lt;br /&gt;
&lt;br /&gt;
You could also host gladiatorial matches between them and captured goblins. How about a three way match with a hydra as well? Entertainment for everyone, and no tantrums at the end!&lt;br /&gt;
&lt;br /&gt;
A warning: I have yet to experiment in-depth with using soldiers when the faction said soldiers belong to is at war with you (ex, humans seige you, will your 'mercenaries' switch sides?) so be wary of your newly positioned archers firing upon you. Consider having a cutoff switch, to block their view in case of betrayal. Early tests on a captured fortress where goblins were friendly on reclaim resulted in three out of forty goblins remaining loyal to the fortress upon seige, one of which died immediately, and another which switched sides again partway through the battle. All three who remained loyal had been in combat and killed goblin ambushers, which implies loyalties might shift from killing soldiers from the parent faction. In the same fortress, a human seige did not cause any human soldiers to switch sides, but all soldiers in question were still caged, awaiting transport to their new post. It is unknown if this changes anything, as tests are still underway.&lt;br /&gt;
&lt;br /&gt;
(pictures of said apparatus might come later, a bit of fun occurred in my test fortress due to some shenanigans with said turncoat goblins and an ensuing tantrum spiral, but after repairs are complete I should be able to post non-messy screenshots)&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=186470</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=186470"/>
		<updated>2013-06-13T04:07:34Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: /* Dwarven 'mercenaries' */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Accessible? ==&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depot Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
This is something I've not had the courage to verify, but I've noticed.  I deconstructed from under an Elven caravan once, and got their goods. They looked legit, and all that, and so I stocked them away, naturally.  I tried to trade with the next elf caravan, and making sure that none of the goods, even those weird &amp;lt;&amp;lt;ropes&amp;gt;&amp;gt; had any wood whatsoever. They claimed the item was one a beautiful tree, and is now a useless bauble.  They packed up and left.  I tried this more carefully the next year, and same thing.&lt;br /&gt;
&lt;br /&gt;
Point is, can anyone verify if a civ remembers what goods you steal by way of depot deconstruction? --[[User:Aescula|Aescula]] 10:23, 21 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
(EDIT) I would like to verify that you can, in fact, deconstruct the depot to gain all of the traders items. I haven't noticed any change in the factions relations with my fortress, but it's cheating! Do not cheat unless you need to! (to keep it fun for longer) ;)&lt;br /&gt;
&lt;br /&gt;
== Animal Genders ==&lt;br /&gt;
&lt;br /&gt;
I really feel stupid asking this one...  I notice the gender order in the liaison's meeting dialog seems to be set - Yak Cow and Yak Bull don't swap positions between liaisons, nor do Goose and Gander - but does anyone know which Dog and which Cat are which?  The three animals immediately above are all listed male first, then several in a row (dog, cat, donkey, horse) are listed which are impossible to distinguish male from female, then the next is listed female first.  I only need females to increase my breeding rate, of course, but this screen (and only this screen, as far as I can tell) fails to show any sign as to the animals' genders, if they're not distinguishable by name.    [[User:Gatherer818|Gatherer818]] 00:56, 4 September 2012 (UTC)&lt;br /&gt;
: I believe that males would come first, even if there gender isn't displayed, simply because there wouldn't be a good reason for them not to. If you need a specific gender, I would just request both and choose when they arrive, just to be safe. --{{User:Lethosor/sig}} 23:52, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins Arrive in Winter ==&lt;br /&gt;
I can confirm this. It's rare to have goblins at peace with your civilization, but it does in fact happen (with the same behavior as previous versions). Removing the verification tag in the paragraph that mentions it. [[User:Danjen|Danjen]] 02:54, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
While examining my disassembly of version 0.23.130.23a, I discovered some very interesting logic in the caravan code: the exact rules for &amp;quot;emergency supplies&amp;quot;.&lt;br /&gt;
# Bring enough meat and fish items so that you will end up with 5 for every meat-eater in your fortress (carnivores*5 - (food_meat + food_fish)). In practice, this does nothing because dwarves are omnivores.&lt;br /&gt;
# Bring enough meat/fish/plants/cheese (and probably also other food items) so that you will end up with 5 for every dwarf in your fortress (population*5 - (food_total - food_drink - food_seeds).&lt;br /&gt;
# Bring enough cloth/leather so that you have enough to make 5 sets of pristine clothes for every dwarf in your fortress (population*5 - (cloth_total + leather_total + min(armor_total, shoes_total, pants_total)).&lt;br /&gt;
# Bring enough logs so that you will end up with 1 for every dwarf in your fortress (population - wood_total).&lt;br /&gt;
&lt;br /&gt;
These rules actually date all the way back to 23a (aside from the &amp;quot;wood logs&amp;quot; rule), and they all count items which are non-rotten, have zero wear, and are unforbidden (for the clothes one, it also excludes anything which would be worn as Armor). Thus, caravans will start bringing cloth and leather in large quantities once your dwarves' existing clothes start to wear out. --[[User:Quietust|Quietust]] 19:12, 5 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flowchart error? ==&lt;br /&gt;
&lt;br /&gt;
I'm quite certain that the liaison does not talk with the broker, but rather with the main administrator - expedition leader, mayor, noble. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.65.223.39|91.65.223.39]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:True. I changed the flowchart (which is located [[Main:Trading/Flowchart|here]]). --{{User:Lethosor/sig}} 23:45, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven 'mercenaries' ==&lt;br /&gt;
&lt;br /&gt;
So while playing one of my fortresses, a wagon got stuck leaving the depot and decided to sit there. Eventually, it broke and the merchants all ran away, but a curious thing happened. Two of the caravan guards remained beside it. So as the months turned into years, these few soldiers stayed by my fortress, never leaving, never going mad, never starving. And that's when it occurred to me. What if I could separate the soldiers from the caravan? The caravans don't care when soldiers don't come back, and the soldiers remained friendly after caravans had left. It would be a perfect backup for my fortress, a lever that can simply release an army of friendly soldiers into the enemy ranks, eager to path from the interior of my fort to the exit, undoubtedly through the front lines of the goblin invaders. So construction was begun, on the first guard-capturing system. It was a simple thing, simply a depot surrounded by retractable bridges, as soldiers have a tendency to walk around the outside of the depot while the merchants remain within, and although inefficient, it did begin to have some results.&lt;br /&gt;
&lt;br /&gt;
This inefficiency, of course, was unacceptable, so I decided to refine my system. A caged troll was placed on a platform opposite a bridge beside my depot, and a window was build between them. When soldiers arrived, the troll could be released, and being a building destroyer, would remain by the window in order to break it, while the soldiers would path across the bridge and be trapped below. This system, while still not perfect, resulted in a roughly 95% efficiency, with nearly all soldiers being captured underneath. &lt;br /&gt;
&lt;br /&gt;
During the following goblin Siege, the spike pit trap that was connected to my detainee pit, which I was testing in the meantime, began to have a curious result. Arrows were being fired out of it into the goblin horde, and I certainly did not post any archers there. The captured archers were firing out of the pit and into any goblin that pathed within range. &lt;br /&gt;
&lt;br /&gt;
This, of course, made me realize that it would be very possible to set up a system for caging archers, then releasing them into guard towers where they will defend your fortress at all times, never tiring, never needing breaks. Now, of course, I needed to figure out the logistics of such a task. Initial attempts at causing soldiers to be trapped by fall damage were... unsuccessful, however a cave in due to a poor channel design gave me an idea. Dust from cave ins will knock any creature unconscious, and it can easily be manufactured where necessary. This system, of course, resulted in several redesigns to my capturing apparatus, the main difference being a new system was required to produce the dust. The end result was very good, with very low casualties, and a very high caging rate. Archers could now be placed where required, attached to a lever, boxed in with fortifications, and released to provide covering fire for dwarves in case of a seige, ambush, or theives. Melee soldiers, on the other hand, I discovered could be chained wherever necessary. &lt;br /&gt;
&lt;br /&gt;
As of now, (practical) uses of your new soldiers include:&lt;br /&gt;
Last line of defense- soldiers will path towards the exit, and assuming your depot is near the entrance, this will likely be straight through the goblin soldiers&lt;br /&gt;
Archers- They can be on duty at all times, theives will be cut down mercilessly upon discovery. Some method of cutting off their line of sight, drawbridges for example, is recommended in case of elite archers. &lt;br /&gt;
Sentries- More likely to survive a goblin ambush than your average kitten.&lt;br /&gt;
Guards- A soldier is far stronger than a war dog, and unlike the dog will gain experience in his/her weapon of choice. Life expectancy is considerably longer as well.&lt;br /&gt;
Pit Traps- After a fall, goblins are essentially defenceless. A single soldier locked at the bottom of your pit trap will be able to easily dispatch anything that survives the fall. &lt;br /&gt;
&lt;br /&gt;
You could also host gladiatorial matches between them and captured goblins. How about a three way match with a hydra as well? Entertainment for everyone, and no tantrums at the end!&lt;br /&gt;
&lt;br /&gt;
A warning: I have yet to experiment in-depth with using soldiers when the faction said soldiers belong to is at war with you (ex, humans seige you, will your 'mercenaries' switch sides?) so be wary of your newly positioned archers firing upon you. Consider having a cutoff switch, to block their view in case of betrayal. Early tests on a captured fortress where goblins were friendly on reclaim resulted in three out of forty goblins remaining loyal to the fortress upon seige, one of which died immediately, and another which switched sides again partway through the battle. All three who remained loyal had been in combat and killed goblin ambushers, which implies loyalties might shift from killing soldiers from the parent faction. In the same fortress, a human seige did not cause any human soldiers to switch sides, but all soldiers in question were still caged, awaiting transport to their new post. It is unknown if this changes anything, as tests are still underway.&lt;br /&gt;
&lt;br /&gt;
(pictures of said apparatus might come later, a bit of fun occurred in my test fortress due to some shenanigans with said turncoat goblins and an ensuing tantrum spiral, but after repairs are complete I should be able to post non-messy screenshots)&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=186371</id>
		<title>v0.34:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=186371"/>
		<updated>2013-06-10T19:36:21Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:13, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate damage. Three can also be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal.  Each trap component takes one unit of the material that you are using (eg. Each menacing iron spike will take one [[bar]] of [[iron]]). Note that although it is not possible to make giant axe blades or serrated disks out of wood, wooden ones can sometimes be bought from the embark screen. This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 120%-150%, compared to 90-120% for conventional weapons, which can be [[exploit]]ed for generating metal and training [[weaponsmith]]s. Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
&lt;br /&gt;
Most of these weapons do make good trade goods, particularly large serrated discs and spiked balls.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional [[Trap#Weapon_trap|weapon traps]] and [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]]. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike.&lt;br /&gt;
&lt;br /&gt;
Low penetration depth edged attacks can still break bones with impact damage, just like blunt attacks do.  In addition, if an edged weapon is unable to cut the material of the target's armor, its attack is converted to blunt type.  Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.  &lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from [[wood]]. If trees are not in short supply then wooden spiked balls make [[exploit|excellent]] trade items (except to the elves) due to the fact that spiked balls have an extremely high item value, almost to the extent of being a bug.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.  &lt;br /&gt;
&lt;br /&gt;
However, if the variables behave like those of the wieldable weapons, size determines mass (along with material density) and mass determines impact (BLUNT) damage.  An edged weapon, like the giant axe, only deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth.&lt;br /&gt;
&lt;br /&gt;
This suggests that a steel serrated disc's multiple attacks will outweigh the giant axe blade's somewhat larger size in most cases.  If only inferior materials are available, the giant axe '''might''' be better at hurting armored targets, but the disc's three attacks probably still outweigh this advantage.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood? !! Base Value&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes  || 66&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''This trap component can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
&lt;br /&gt;
:''(Most of this data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2012:item_trapcomp.txt|}}}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=186369</id>
		<title>v0.34:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=186369"/>
		<updated>2013-06-10T08:11:29Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:13, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate damage. Three can also be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal.  Each trap component takes one unit of the material that you are using (eg. Each menacing iron spike will take one [[bar]] of [[iron]]). Note that although it is not possible to make giant axe blades or serrated disks out of wood, wooden ones can sometimes be bought from the embark screen. This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 120%-150%, compared to 90-120% for conventional weapons, which can be [[exploit]]ed for generating metal and training [[weaponsmith]]s. Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
&lt;br /&gt;
Most of these weapons do make good trade goods, most especially large serrated discs.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional [[Trap#Weapon_trap|weapon traps]] and [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]]. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike.&lt;br /&gt;
&lt;br /&gt;
Low penetration depth edged attacks can still break bones with impact damage, just like blunt attacks do.  In addition, if an edged weapon is unable to cut the material of the target's armor, its attack is converted to blunt type.  Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.  &lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from [[wood]]. If trees are not in short supply then wooden spiked balls make [[exploit|excellent]] trade items (except to the elves) due to the fact that spiked balls have an extremely high item value, almost to the extent of being a bug.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.  &lt;br /&gt;
&lt;br /&gt;
However, if the variables behave like those of the wieldable weapons, size determines mass (along with material density) and mass determines impact (BLUNT) damage.  An edged weapon, like the giant axe, only deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth.&lt;br /&gt;
&lt;br /&gt;
This suggests that a steel serrated disc's multiple attacks will outweigh the giant axe blade's somewhat larger size in most cases.  If only inferior materials are available, the giant axe '''might''' be better at hurting armored targets, but the disc's three attacks probably still outweigh this advantage.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood? !! Base Value&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes  || 66&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''This trap component can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
&lt;br /&gt;
:''(Most of this data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2012:item_trapcomp.txt|}}}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=186368</id>
		<title>v0.34:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=186368"/>
		<updated>2013-06-10T07:48:08Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:13, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate damage. Three can also be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal.  Each trap component takes one unit of the material that you are using (eg. Each menacing iron spike will take one [[bar]] of [[iron]]). Note that although giant axe blades and serrated disks cannot be made from wood, wooden ones can they can sometimes be bought from the embark screen. This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 120%-150%, compared to 90-120% for conventional weapons, which can be [[exploit]]ed for generating metal and training [[weaponsmith]]s. Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
&lt;br /&gt;
Most of these weapons do make good trade goods, most especially large serrated discs.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional [[Trap#Weapon_trap|weapon traps]] and [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]]. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike.&lt;br /&gt;
&lt;br /&gt;
Low penetration depth edged attacks can still break bones with impact damage, just like blunt attacks do.  In addition, if an edged weapon is unable to cut the material of the target's armor, its attack is converted to blunt type.  Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.  &lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from [[wood]]. If trees are not in short supply then wooden spiked balls make [[exploit|excellent]] trade items (except to the elves) due to the fact that spiked balls have an extremely high item value, almost to the extent of being a bug.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.  &lt;br /&gt;
&lt;br /&gt;
However, if the variables behave like those of the wieldable weapons, size determines mass (along with material density) and mass determines impact (BLUNT) damage.  An edged weapon, like the giant axe, only deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth.&lt;br /&gt;
&lt;br /&gt;
This suggests that a steel serrated disc's multiple attacks will outweigh the giant axe blade's somewhat larger size in most cases.  If only inferior materials are available, the giant axe '''might''' be better at hurting armored targets, but the disc's three attacks probably still outweigh this advantage.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood? !! Base Value&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes  || 66&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''This trap component can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
&lt;br /&gt;
:''(Most of this data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2012:item_trapcomp.txt|}}}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=186367</id>
		<title>v0.34:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trap_component&amp;diff=186367"/>
		<updated>2013-06-10T07:47:22Z</updated>

		<summary type="html">&lt;p&gt;Lieutenant Crow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:13, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Any [[weapon]] in Fortress Mode can be placed into a [[Trap#Weapon Trap|weapon trap]].  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate damage. Three can also be made out of [[wood]] (by a [[carpenter]]), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal.  Each trap component takes one unit of the material that you are using (eg. Each menacing iron spike will take one [[bar]] of [[iron]]). Note that although giant axe blades and serrated disks cannot be made by carpenters, they can sometimes be bought on the embark screen. This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 120%-150%, compared to 90-120% for conventional weapons, which can be [[exploit]]ed for generating metal and training [[weaponsmith]]s. Trap components are a separate sub-section of a [[forge]] menu, but are at the bottom of the general [[glass furnace]] or [[carpenter's workshop]] menus.&lt;br /&gt;
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Most of these weapons do make good trade goods, most especially large serrated discs.&lt;br /&gt;
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==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
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The '''menacing spike''' can be mounted in both traditional [[Trap#Weapon_trap|weapon traps]] and [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
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Menacing spikes can also be made from [[wood]].&lt;br /&gt;
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===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]]. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
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===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike.&lt;br /&gt;
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Low penetration depth edged attacks can still break bones with impact damage, just like blunt attacks do.  In addition, if an edged weapon is unable to cut the material of the target's armor, its attack is converted to blunt type.  Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.  &lt;br /&gt;
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Spiked balls can also be made from [[wood]]. If trees are not in short supply then wooden spiked balls make [[exploit|excellent]] trade items (except to the elves) due to the fact that spiked balls have an extremely high item value, almost to the extent of being a bug.&lt;br /&gt;
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===Enormous corkscrew===&lt;br /&gt;
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'''Enormous corkscrews''' can be used as components in [[Trap]]s as well as for [[screw pump]]s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
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The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
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Enormous corkscrews can also be made from [[wood]].&lt;br /&gt;
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===Giant axe blade===&lt;br /&gt;
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The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.  &lt;br /&gt;
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However, if the variables behave like those of the wieldable weapons, size determines mass (along with material density) and mass determines impact (BLUNT) damage.  An edged weapon, like the giant axe, only deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth.&lt;br /&gt;
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This suggests that a steel serrated disc's multiple attacks will outweigh the giant axe blade's somewhat larger size in most cases.  If only inferior materials are available, the giant axe '''might''' be better at hurting armored targets, but the disc's three attacks probably still outweigh this advantage.&lt;br /&gt;
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==Data &amp;amp; comparison==&lt;br /&gt;
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{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood? !! Base Value&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes  || 66&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No  || 126&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes  || 66&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''This trap component can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
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:''(Most of this data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
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==See also==&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
*[[Trap]]&lt;br /&gt;
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{{Gamedata|{{raw|DF2012:item_trapcomp.txt|}}}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Lieutenant Crow</name></author>
	</entry>
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