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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lychosis</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-02T08:21:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bowyer&amp;diff=22150</id>
		<title>40d:Bowyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bowyer&amp;diff=22150"/>
		<updated>2008-04-12T22:39:04Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(255,255,0)&lt;br /&gt;
| skill      = Bowyer&lt;br /&gt;
| speciality = Bowyer&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Crossbow Making&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[crossbow]]&lt;br /&gt;
* Forge [[crossbow]]&lt;br /&gt;
| workshop =&lt;br /&gt;
* [[Bowyer's workshop]]&lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
}}&lt;br /&gt;
The crossbow-making skill is used to make [[wood]]en and [[bone]] [[crossbows]] at a [[bowyer's workshop]] and [[metal]] bows at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
This skill is not used to make [[bolt]]s (which requires either [[Wood crafter|wood crafting]], [[bone carving]], or [[Weaponsmith|weaponsmithing]]).&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Naked_mole_dog&amp;diff=28044</id>
		<title>40d:Naked mole dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Naked_mole_dog&amp;diff=28044"/>
		<updated>2008-04-12T22:07:54Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Naked Mole Dog|symbol=n|color=rgb(255, 0, 0)|bones=4|chunks=4|meat=4|fat=2|skulls=1|skin=Yes|biome=Near Chasm}}&lt;br /&gt;
&lt;br /&gt;
Naked mole dogs can be found in many habitats and often are found when you try to reclaim a fortress. They are agressive, vicious animals and can be a threat to unarmed adventurers and dwarves. You can get food and bones from them.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{Game_Data|[CREATURE:MOLE_DOG_NAKED]&lt;br /&gt;
 	[NAME:naked mole dog:naked mole dogs:naked mole dog]&lt;br /&gt;
 	[TILE:'n'][COLOR:4:0:1]&lt;br /&gt;
 	[MODVALUE:2]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:100]&lt;br /&gt;
 	[GENPOWER:2][NATURAL][PET_EXOTIC]&lt;br /&gt;
 	[BENIGN]&lt;br /&gt;
 	[PETVALUE:350]&lt;br /&gt;
 	[PREFSTRING:wrinkly skin]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[NOPAIN]&lt;br /&gt;
 	[SIZE:4]&lt;br /&gt;
 	[MAXAGE:2:3]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:8:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:naked mole puppy:naked mole puppies]&lt;br /&gt;
 	[FAT:2]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
 	[BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Decoration&amp;diff=16152</id>
		<title>40d:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Decoration&amp;diff=16152"/>
		<updated>2008-04-12T22:06:27Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A decorative image raises the [[value]] of an object by adding another material to the base item.  Decorations have quality levels. The base value of a decoration is 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]].&lt;br /&gt;
&lt;br /&gt;
An object may be decorated with any number of materials, provided the materials are of different types.  For example, you can decorate an object with turtle shell and cave lobster shell, but you can't decorate it with turtle shell twice.&lt;br /&gt;
&lt;br /&gt;
You cannot specify an specific object for a dwarf to decorate.  Dwarves will use the closest object that has not already been decorated with the material they intend to decorate the next object with.  The exception is when encrusting something with gems, where you are able to specify a category of goods to be decorated.&lt;br /&gt;
&lt;br /&gt;
;Bone, Shell&lt;br /&gt;
:  Objects can be decorated with [[bone]] or [[shell]] at a [[craftdwarf's workshop]]. Requires [[bone carving]].&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  Objects can be encrusted with [[Gem|cut gem]]s (and cut glass) at a [[jeweler's workshop]].  You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]].&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  Objects can be studded with various metals at a metalsmith's forge.  Requires [[metalcrafting]].  This does not require [[fuel]].&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  [[Cloth]] images (both plant fiber and silk) can be sewn onto clothing items and bags at a [[clothier's shop]].  Cloth images cannot be sewn onto bags or quivers that contain items. Requires [[clothier]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  Leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions.  Requires [[leatherworking]] and a [[leather works]].&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21807</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21807"/>
		<updated>2008-04-12T21:49:35Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: /* Base values of items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Value is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|0||[[Bone]], [[Shell]], [[Fat]], Mangled Meat...&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|1||[[Bolt]]s, [[Seed]]s, [[Tallow]], [[Animal]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Meat]], [[Fish]], Raw [[Fish]], [[Alcohol|Drink]]s, [[Plants]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||Raw Materials - Rough [[Gem]]s, [[Stone]], [[Log]]s etc&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Bars]], Cut [[Gems]], [[Blocks]], [[Sand]], [[Leather|Tanned Hides]], [[Animal Trap]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|7||[[Cloth]]*&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||Coins, All [[furniture]] except statues, all [[craft]]s, [[clothes]]*, [[Decoration]]s, [[Prepared meals]], large gems, [[Buckler]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|15||[[Shoes]]*, [[Clothing|Socks]]*, [[Boot]]s, [[Gauntlet]]s, [[Leggings]], [[Shield]]s, [[Helm]]s,&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Leather]] [[Armor]], [[Siege Ammo]], [[Flour]], [[Dwarven sugar|Sugar]], [[Dwarven syrup|Syrup]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]]s, [[Window]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Greaves]], [[Mechanism]]s, [[Siege Engine]] Parts&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Chain Mail]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|100||[[Plate Mail]], [[Anvil]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Cloth has an additional modifier of +20, finished goods made from cloth have a modifier of +40&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Materials&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|1||Common [[Stone]] (Shale, Jet, Bauxite, Bituminous coal, Cinnabar..), [[Bismuthinite]] [[Wood]], [[Leather]], [[Bone]], [[Shell]], [[whip vine]],&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Silk]]**, [[Pig tail]], [[Plump helmet]], [[Quarry bush]], [[Longland grass]], [[Charcoal]], Green [[Glass]], '''Stone:''' any [[Flux]], '''Metal:''' [[Lead]], [[Nickel]], [[Zinc]], [[Bismuth]], [[Copper]], [[Tin]], '''[[Ore]]:''' [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Cassiterite]], '''Gems:''' [[Morion]], [[Onyx]], [[Schorl]], [[Moss agate]], [[Prase]], [[Variscite]], [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sard]], [[Sardonyx]], [[Lavendar jade]], [[Pink jade]], [[Brown jasper]], [[Fire agate]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]], [[Dendritic agate]], [[Fortification agate]], [[Gray chalcedony]], [[Milk quartz]], [[Moonstone]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Chrysoprase]], [[Chrysocolla]], [[Turquoise]], [[Citrine]], [[Pyrite]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Potash]], [[Nickel silver]], [[Lay pewter]], [[Tetrahedrite]], [[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|4||[[Pearlash]], [[Trifle pewter]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]], [[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||[[Silver]],[[Iron]], Crystal [[Glass]], [[Pig iron]], [[Horn silver]], [[Moss opal]], [[Prase opal]], [[Amber opal]], [[Wax opal]], [[Wood opal]], [[Bone opal]], [[Clear tourmaline]], [[Jasper opal]], [[Milk opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Shell opal]], [[Cherry opal]], [[Gold opal]], [[Resin opal]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Melanite]], [[Red tourmaline]], [[Jelly opal]], [[Fire opal]], [[Pink tourmaline]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|20||[[Electrum]], [[Black pyrope]], [[Black zircon]], [[Green tourmaline]], [[Green zircon]], [[Almandine]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Purple spinel]], [[Rhodolite]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Bandfire opal]], [[Cat's eye]], [[Clear garnet]], [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Pinfire opal]], [[White opal]], [[Claro opal]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]], [[Aquamarine]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]], [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topaz]], [[Topazolite]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Platinum]], [[Aluminum]], [[Sapphire]], [[Emerald]], [[Ruby]], [[Faint yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Black diamond]], [[Blue diamond]], [[Green diamond]], [[Red diamond]], [[Clear diamond]], [[Star sapphire]], [[Star ruby]], [[Yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; '''giant''' cave spider silk has an multiplier of 10, applied after base value, quality and addition of 40. Example: Wellcrafted giant cave spider silk robe (2*10*2+40)*10=800☼&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your craftsdwarves can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a gold stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by dyeing is added, like that of decorations. Only thread, cloth and its products can be dyed. Details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! Quality&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|Anvil ||(100)||Steel ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|Door ||(10)||Obsidian ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|Block ||(5)||Wood ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Lead ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Aluminum||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7637</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7637"/>
		<updated>2008-04-12T21:47:08Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: /* Where they are found */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquifer''' is a subterranean layer of water-bearing rock or [[soil]].  Attempts to mine through them will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in  [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*[[Soil|sandy clay loam]]&lt;br /&gt;
*[[Soil|silty clay loam]]&lt;br /&gt;
*[[Soil|loam]]&lt;br /&gt;
*[[Soil|sandy loam]]&lt;br /&gt;
*[[Soil|silt loam]]&lt;br /&gt;
*[[Soil|loamy sand]]&lt;br /&gt;
*[[Soil|silt]]&lt;br /&gt;
*[[sand]]&lt;br /&gt;
*[[Soil|yellow sand]]&lt;br /&gt;
*[[Soil|white sand]]&lt;br /&gt;
*[[Soil|black sand]]&lt;br /&gt;
*[[Soil|red sand]]&lt;br /&gt;
*[[Soil|peat]]&lt;br /&gt;
*[[Soil|pelagic clay]]&lt;br /&gt;
*[[Soil|calcareous ooze]]&lt;br /&gt;
*[[Soil|siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*[[Soil|clay]]&lt;br /&gt;
*[[Soil|silty clay]]&lt;br /&gt;
*[[Soil|sandy clay]]&lt;br /&gt;
*[[Soil|clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from [[wood]], especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to [[trade]] for stone and [[metal]]s if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as [[sandstone]], it may be possible to tunnel down through deposits of [[ore]] such as [[magnetite]].  For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a [[Utilities|utility]] like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma method===&lt;br /&gt;
If you have access to a supply of [[magma]], you can create your own [[obsidian]] caissons.  The water from the aquifer is not pressurized and magma is chunky, so it is safe to dig [[channel]]s in aquifer.  Though you will have to re-dig a lot of channels due to an element of chance, you can create a pool of magma on the aquifer z-level, and then pinch the pool off from the supply of magma with water.  When it cools (which you can hasten with more water) you can dig down through the middle of a 3x3 patch of obsidian without flooding.  With larger starting patches, you can dig through multiple levels of aquifer.&lt;br /&gt;
&lt;br /&gt;
===The other magma method===&lt;br /&gt;
Magma vents have two outer layers that may allow you to get past the aquifer with minimal effort.  Just outside the magma is a layer of obsidian, which cannot be an aquifer.  Just outside the obsidian is a layer of the surrounding aquifer that has been dried by the magma vent.  Depending on the exact layout of your magma vent, you may be able to dig straight down next to it, or you may have to dig around a bit to find a workable path.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
*With a visible magma shaft, any tile that is not touching the magma on its Z-level (by edge or corner) is safe from magma, even if there is magma directly above it.&lt;br /&gt;
*Any tile which is not marked as damp is safe from the aquifer, even if there is a damp tile next to it.&lt;br /&gt;
*To find the water-safe tiles, you can dig down [[stair]]cases on the [[floor]] above, which reveal the tile below.  These can later be covered up by constructed floors, if you want.&lt;br /&gt;
**'''Warning:''' Do not dig up staircases on the aquifer layer until you know the tile is safe from water.  Digging an up staircase creates an open tile, which can fill with water and render adjacent squares unsafe.&lt;br /&gt;
*The dried tiles are the same type as the surrounding aquifer, so an aquifer-filled sand layer can be used for gathering sand, if it touches the magma vent.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to [[pump]] the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's possible to build [[wall]]s on the levels with aquifers to stop water. It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
Note that this method will not work with the current version, as it is no longer possible to pump an infinite amount of water into one tile.  It can be modified, however, by placing channels behind the pumps so that the water drains back into the aquifer.&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this method to breach multiple z-levels.  Just make sure your room on the next level down has a minimum of room allowed for this design.  For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when necessary, you only need one dry at a time), and building walls on the outer edges.  As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing.  As a note, pumps can't pump if you build a wall in the space they're pumping from, which is why it is necessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting [[Wall|Walls]] and floors.&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your wall's building material of choice)&lt;br /&gt;
*1 [[Miner]] (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!*)[Fixed in .33f]&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most blocks of ice on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermidiate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable.&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one [[biome]], you may be able to dig down in one biome to bridge under an aquifer in another.  This won't work if the aquifer is present in all biomes, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area underground but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing [[well]]s a simpler task, as well as ensuring easy access to subterranean water supplies.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=18930</id>
		<title>40d:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=18930"/>
		<updated>2008-04-12T21:41:38Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Kennel''' is like a large 5X5 [[workshop]] type building for an [[animal trainer]]. The animal trainer uses it to tame wild [[creatures|animals]] not already domesticated, such as [[wolf|wolves]] and [[tiger]]s you have [[trap]]ped.  Similarly the Kennel can be used to tame small [[vermin]] caught in [[animal trap]]s, so that [[dwarf|dwarves]] may adopt them. It also serves to train tamed animals into [[hunting]] and war animals (usually [[dog]]s). &lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and can not be unassigned or placed in a cage any more.{{version|0.27.173.38a}}&lt;br /&gt;
&lt;br /&gt;
A war animal is a powerful fighter. [[War dog]]s make excellent companions when starting a fortress, when you can't spare many dwarves for fighting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chop_down_trees&amp;diff=12484</id>
		<title>40d:Chop down trees</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chop_down_trees&amp;diff=12484"/>
		<updated>2008-04-12T21:40:17Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This designation is used for cutting down [[tree]]s in order to obtain [[wood]]. All trees in the designated area are flagged to be cut down by a [[dwarf]] with the [[wood cutting]] [[labor]] enabled. Individual trees can also be designated for removal simply by making the designated area only as big as a single tree. Cutting down trees requires a [[battle axe]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once a tree has been cut down, a log will be produced, which can be hauled away by a dwarf with the [[hauling|wood hauling]] [[labor]] enabled. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that saplings cannot be cut down; only mature trees can be designated. While primarily used above ground, this designation can be used [[underground]] if an [[underground forest]] is discovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To designate an area for cutting down trees, hit the {{k|d}} key, followed by {{k|t}}.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34524</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34524"/>
		<updated>2008-04-12T21:38:42Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{v|0.27.176.38c}}. The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[Animal Training]] labor enabled will train dogs in a [[kennel]] to become [[hunting dog]]s and [[war dog]]s.&lt;br /&gt;
Vermin and other animals can also be tamed. A tame animal has the tag (Tame) after its name and is safe to be released into the fortress. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other creatures?, see talk page) before being tamed are &amp;quot;un-tamable&amp;quot;; a &amp;quot;tame&amp;quot; creature that has killed a dwarf prior to its taming will go dwarf-killing as soon as they are released, with the added bonus of being immune to cage and weapon traps.&lt;br /&gt;
&lt;br /&gt;
Dragons and other megabeasts may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master.&lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by fitting them in [[chain]]s/[[rope]]s, putting them in cages, or throwing them in [[pit]]s or ponds to reduce [[lag]] or prevent adoption as pets (so they remain slaughterable without tantruming owners).&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (but is not ''assigned'' to the cage, so if the cage isn't behind forbidden doors, your dwarves will immediately free it). There is some doubt whether animals do breed in cages; analysis is hindered by the fact that an already pregnant animal will give birth and little animals will grow up.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.173.38a}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an activity zone, designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have some level tiles, and some tiles that are one or more Z-levels below. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a chasm; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (The cage must be opened for this to work, as animals in cages do not drown. I don't currently know whether magma will melt non-magma-resistant cages along with it's owner.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts).&lt;br /&gt;
You can strip a captured creature of its equipment by accessing the Stocks screen, finding its possessions (you can zoom on items and see if you're pointed to the holding cage, if in doubt), and ordering them dumped from there. Dwarves will come and force the items off your captives.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
* '''Usage as executor''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and release the beast.&lt;br /&gt;
&lt;br /&gt;
* '''Undressing captured folks''': Has to be done from the stocks menu, by {{k|d}}umping their stuff. In case of goblins and such, can easily be found by looking for narrow/small worn items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7381</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7381"/>
		<updated>2008-04-12T21:36:52Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: /* Mythology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dwarf|symbol=☺|color={{COLOR:3:0:0}}|bones=6|chunks=6|meat=6|fat=3|skulls=1|skin=Yes|biome=Any}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in fortresses carved from [[mountain]]s. They are the featured [[race]] of [[Dwarf Fortress mode|Fortress Mode]], and also a one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependant, and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s. Dwarves and most other creatures have an incredible ability to build up enormous strength by throwing pebbles around the place.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Dwarven [[child]]ren become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large human caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not recieve an outpost liason (could be a bug with the current version), but you will recieve large quantities of dwarven made goods, including a few bars of random metal and several pieces of steel armor of random quality.&amp;lt;small&amp;gt;(usually you get that anyway)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven mountainhomes and outposts do not have any [[shop]]s, but usually have a variety of fighters to recruit. Outposts have or quest giver{{verify}}, but the monarch of each civilization will give quests at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, Dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
        [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
        [TILE:1][COLOR:3:0:0]&lt;br /&gt;
        [GENPOWER:3]&lt;br /&gt;
        [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
        [INTELLIGENT]&lt;br /&gt;
        [TRANCES]&lt;br /&gt;
        [BENIGN]&lt;br /&gt;
        [CANOPENDOORS]&lt;br /&gt;
        [PREFSTRING:beards]&lt;br /&gt;
        [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
  THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
        [STOUT]&lt;br /&gt;
        [MAXAGE:150:170]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
        [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
        [DAMBLOCK:1]&lt;br /&gt;
        [FAT:3]&lt;br /&gt;
        [SIZE:6]&lt;br /&gt;
        [EQUIPS]&lt;br /&gt;
        [CAVE_ADAPT]&lt;br /&gt;
        [DIURNAL]&lt;br /&gt;
        [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
        [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
        [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
        [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
        [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
        [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
        [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
        [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
        [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
        [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
        [SPEECH:dwarf.txt]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:50]&lt;br /&gt;
        [ALCOHOL_DEPENDENT]&lt;br /&gt;
        [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
        [PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
        [PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
        [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Дворф]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_glass_furnace&amp;diff=28998</id>
		<title>40d:Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_glass_furnace&amp;diff=28998"/>
		<updated>2008-04-12T21:29:09Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Magma glass furnace|key=g|job=Glassmaking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] bag&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw glass&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* Items&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are used to make raw glass (a gem), blocks, and furniture items. All furniture made at a glass furnace can be made out of either metal, stone or wood, with the exception of windows, which can be made from gems. Glass furnaces can make craft goods, and vials, used to make extracts.  Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires sand, clear glass requires sand and pearlash, and crystal glass requires raw rock crystals and pearlash.  Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
&lt;br /&gt;
Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty bag, and Item Hauler, and a zone designated for sand collection.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand, and sand may not be imported. Raw or cut glass may not be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22730</id>
		<title>40d:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22730"/>
		<updated>2008-04-12T21:28:49Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Glass furnace|key=g|job=Glassmaking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] bag&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw glass&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* Items&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are used to make raw glass (a gem), blocks, and furniture items. All furniture made at a glass furnace can be made out of either metal, stone or wood, with the exception of windows, which can be made from gems. Glass furnaces can make craft goods, and vials, used to make extracts.  Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires sand, clear glass requires sand and pearlash, and crystal glass requires raw rock crystals and pearlash.  Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
&lt;br /&gt;
Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty bag, and Item Hauler, and a zone designated for sand collection. Collection of sand and making of glass items is usually more efficient if you make a Glass furnace and set it to collect sand, and then have another ([[Magma glass furnace]]) churn out glass items, almost doubling the productivity.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand and raw or cut glass may not be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
== Glass cycle ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Green Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|▌|#090|δ|#090|‼|#090|&lt;br /&gt;
  |¡|#090|▒|#090|π|#090|╤|#090|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Pearlash&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Clear Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#077|▌|#077|δ|#077|‼|#077|&lt;br /&gt;
  |¡|#077|▒|#077|π|#077|╤|#077|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Pearlash&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Rock Crystal&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Crystal Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|▌|#fff|δ|#fff|‼|#fff|&lt;br /&gt;
  |¡|#fff|▒|#fff|π|#fff|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 57.4em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Wood&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Wood Furnace|skill=Wood Furnace&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Ash&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Potash&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Kiln|skill=Kiln&lt;br /&gt;
  |color=#666|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#999|C|#999|A|#999|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Pearlash&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tanner%27s_shop&amp;diff=20392</id>
		<title>40d:Tanner's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tanner%27s_shop&amp;diff=20392"/>
		<updated>2008-04-12T21:28:36Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Tanner's Shop|key=n|job=Tanning&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Tanner|Tanning]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Skin|Hide]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Tanner's Shop''' takes hides that come from animals processed at the [[Butcher's Shop]] and turns them into [[leather]].&lt;br /&gt;
&lt;br /&gt;
Unlike most workshops, the tanner does not need you to queue the job, but will automatically go to work if there's a raw hide. Animal skins are &amp;quot;stored&amp;quot; on the refuse pile where they decay quickly, so you may still lose hides if your tanner(s) are too busy with other tasks.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_workshop&amp;diff=22943</id>
		<title>40d:Siege workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_workshop&amp;diff=22943"/>
		<updated>2008-04-12T21:28:15Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Siege workshop|key=s|job=Siege engineer&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=[[Siege engineer]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Metal]]&lt;br /&gt;
* [[Ballista arrowhead]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Ballista]] parts&lt;br /&gt;
* [[Ballista arrow]]s&lt;br /&gt;
* [[Catapult]] parts&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''siege workshop''' is used to make [[siege engine]] parts and [[ballista]] ammunition.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quern&amp;diff=3171</id>
		<title>40d:Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quern&amp;diff=3171"/>
		<updated>2008-04-12T21:28:02Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Quern|key=q|job=Milling&lt;br /&gt;
|construction=&lt;br /&gt;
* Quern&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Dwarven wheat flour]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Longland flour]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''quern''' is used to grind up certain [[plant]]s to make [[flour]] and [[dye]].  Unlike a [[millstone]], it does not require a power source, using dwarven labor instead.  That said, it is slower to produce the milled product unless the miller is moderately strong.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown whether, like the [[screw pump]], long use will tire the dwarf using it.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12066</id>
		<title>40d:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12066"/>
		<updated>2008-04-12T21:27:42Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Millstone|key=M|job=Milling&lt;br /&gt;
|construction=&lt;br /&gt;
* Millstone&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Dwarven wheat flour]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Longland flour]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain [[plant]]s to make [[flour]] and [[dye]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]]. If none is available, a [[quern]] can be used instead.&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
The millstone workshop can't be powered directly from a horizontal [[axle]], but it can be powered directly from a vertical [[axle]], or from a [[gear assembly]], or by being directly underneath a [[windmill]].&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Basic windmill design'''&lt;br /&gt;
! Level 0&lt;br /&gt;
! Level 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, the windmill is built &amp;quot;hanging&amp;quot; on top of the millstone. You can build walls around the millstone if you like, but they're not required. Once the windmill is built, the access stairwell can be deconstructed. Since the windmill is &amp;quot;hanging&amp;quot; in midair, removing the millstone will cause the windmill to fall down.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, the whole operation can be shifted down one level, so the windmill is built on a stable surface on the ground level and the millstone is underground.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Stylish windmill design'''&lt;br /&gt;
! Level -2&lt;br /&gt;
! Level -1&lt;br /&gt;
! Level 0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
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Level -2 has the millstone built beside a gear assembly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level -1 has a vertical axle built over the gear assembly (first remove the floor by designating a channel). You can skip this level if you want a millstone right below the surface, or you can repeat it multiple times to take power deep inside the mountain.&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 0 has the windmill (the center tile is above the vertical axle).&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6812</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6812"/>
		<updated>2008-04-12T21:26:52Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's forge|key=f|job= Weaponsmith, Armorsmith, Metalsmith, Crossbow-making&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - X3 from one metal bar.&lt;br /&gt;
*[[Goblet]]&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' is a [[workshop]] used by dwarves to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment, [[traps|trap components]], and other [[Finished Goods|finished goods]]. To build a forge, you must have an [[anvil]], which you start with by default, using 1000 [[starting point]]s. If you don't bring an anvil, you are usually able to trade for one with the dwarven (autumn) and human [[caravan]] that often carry iron anvils at a cost of 1000☼, and steel anvils at a cost of 3000☼. If not, you may also request one from the [[dwarven liaison]] or human [[guild representative]], if you are willing to pay an increased price to guarantee that at least one anvil arrives in the second year/third year. Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
==Workshop Skills==&lt;br /&gt;
The metalsmith's forge supports multiple skills, so dwarves will need the correct skill for the item you want them to create. The skills available are:&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- weapons and bolts&lt;br /&gt;
*[[Armorsmith|Armoring]] -- armor&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Craft|Crafts]], [[Coins]], and [[chain]]s&lt;br /&gt;
*[[Crossbow-making]] -- crossbows (as of 38c, crossbows seem to require weaponsmithing to construct)&lt;br /&gt;
*[[Trapping]] -- animal traps (possibly a bug)&lt;br /&gt;
*[[Metalsmith|Blacksmithing]] -- All furniture (except chains) and blocks&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], for one [[metal]] [[bar]] each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High boot|High boots]]&lt;br /&gt;
* [[Low boot|Low boots]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[Bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]]s (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 [[bars]] to forge except for [[chain]]s, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege equipment]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]].  Only one piece of siege equipment can be forged: the [[Ballista arrowhead]], which requires 3 [[metal]] [[bars]].  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete [[Ballista arrow]].  It is also possible to make pure wooden ballista arrows at the [[siege workshop]], which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]]. Smithing arrowheads seems to require both the [[Weaponsmith|Weapon smithing]] and [[Metal crafter|Metal Crafting]] skills turned on.&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap]] components]] can be forged from [[copper]], [[iron]], [[bronze]], and [[steel]]. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 [[bars]] of [[metal]] to forge.&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]], requiring 1 log each.&lt;br /&gt;
&lt;br /&gt;
== Finished Goods ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Anvil]] ([[iron]], [[steel]] or [[adamantine]])&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[Coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decoration]]s (such as [[Jeweler's workshop|encrusting with gems]], [[Craftsdwarf's workshop|decorating with bone]] or [[Craftsdwarf's workshop|decorating with shell]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require fuel.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 [[bars]] of either [[iron]] or [[steel]] can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Metal Clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight clothing.&lt;br /&gt;
All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All [[furniture]] except [[chain]]s and [[animal trap]]s; [[anvil]]s&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition except for [[Crossbow|crossbows]]; [[Trap|trap components]]; [[Siege equipment]]?&lt;br /&gt;
* [[Skills#Bowyer|Bowyer]]: [[Crossbow|Crossbow]]&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All [[armor]]&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal trap]]s&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic%27s_workshop&amp;diff=14412</id>
		<title>40d:Mechanic's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic%27s_workshop&amp;diff=14412"/>
		<updated>2008-04-12T21:26:32Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Mechanic's workshop|key=t|job=Mechanics&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Mechanism]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''mechanic's workshop''' is a [[workshop]] which produces [[mechanism]]s out of stone.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_forge&amp;diff=23223</id>
		<title>40d:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_forge&amp;diff=23223"/>
		<updated>2008-04-12T21:26:16Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Magma forge|key=v|job=Weaponsmith, Armorsmith, Metalsmith, Crossbow-making&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]{{verify}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Crafts]] &lt;br /&gt;
*[[Goblet]]- x3 from one metal bar.{{verify}}&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]- x3 from one metal bar.{{verify}}&lt;br /&gt;
*[[Coins]]- x500 from one metal bar.&lt;br /&gt;
*[[Stud]]&lt;br /&gt;
}}&lt;br /&gt;
A '''magma forge''' is a [[metalsmith's forge]] which does not require [[charcoal]] or other fuel, as long as it is positioned over magma.&lt;br /&gt;
&lt;br /&gt;
More specifically, at least one of its eight edge squares must hang over a channel which has magma at a depth of 4/7 or more.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Loom&amp;diff=21608</id>
		<title>40d:Loom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Loom&amp;diff=21608"/>
		<updated>2008-04-12T21:25:53Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Loom|key=o|job=Weaving&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Pig tail]] [[thread]]&lt;br /&gt;
* [[Rope reed]] [[thread]]&lt;br /&gt;
* [[cave spider]] [[silk]] [[thread]]&lt;br /&gt;
* [[Giant cave spider]] [[silk]] [[thread]]&lt;br /&gt;
* [[Phantom spider]] [[silk]] [[thread]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Pig tail]] [[cloth]]&lt;br /&gt;
* [[Rope reed]] [[cloth]]&lt;br /&gt;
* [[cave spider]] [[silk]] [[cloth]]&lt;br /&gt;
* [[Giant cave spider]] [[silk]] [[cloth]]&lt;br /&gt;
* [[Phantom spider]] [[silk]] [[cloth]]&lt;br /&gt;
}}&lt;br /&gt;
The '''Loom''' is used to turn [[thread]]s- [[pig tail]] [[thread]], [[rope reed]] [[thread]], and ([[Giant cave spider|giant]]/[[Phantom spider||phantom]]) [[cave spider|spider]] [[silk]] [[thread]]- into [[cloth]]. The command to collect spider silk thread is also set here.&lt;br /&gt;
&lt;br /&gt;
The Loom's functions are automated and any weavers will automatically collect spider webs (if any exist in your map) and weave thread into cloth (again, if you have any). You can change this behavior in the &amp;quot;set workshop orders&amp;quot; submenu of the orders menu.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18953</id>
		<title>40d:Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Jeweler%27s_workshop&amp;diff=18953"/>
		<updated>2008-04-12T21:25:29Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Jeweler's workshop|key=j|job=Gem cutting, Gem setting&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|use=&lt;br /&gt;
* Rough [[gem]]s&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Encrusted objects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Jeweler's workshop''' is a [[workshop]] for a [[jeweler]]. A jeweler uses this workshop to&lt;br /&gt;
*cut rough [[gem]]s into something usable&lt;br /&gt;
*encrust [[Gem setter|certain]] objects with gems&lt;br /&gt;
&lt;br /&gt;
Most other crafters have the option to encrust gems into their respective craft too. &lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fishery&amp;diff=6446</id>
		<title>40d:Fishery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fishery&amp;diff=6446"/>
		<updated>2008-04-12T21:25:02Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Fishery|key=h|job=Fish Cleaning&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Fish cleaner|Fish Cleaning]]&lt;br /&gt;
|use=&lt;br /&gt;
* Raw [[fish]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Bone|Bones]]&lt;br /&gt;
* [[Meat|Fish Meat]]&lt;br /&gt;
* [[Shells]]&lt;br /&gt;
* [[Captured live fish]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Fishery''' allows you to process raw [[fish]] into fish meat and bones, extract items from the fish, and capture and keep live fish until needed later or as a pet. Currently fish [[extracts]] have little use.&lt;br /&gt;
&lt;br /&gt;
Caught fish will first be moved to your [[food]] [[stockpile]] where, oddly enough, it doesn't decay (or at least at a much slower rate than in any other place). The Fishery does '''not''' automatically prepare the fish. Once you have some raw fish, queue the task with {{key|r}}epeat orders. If you have enough fisherdwarves out, this may go for a long time; but sooner or later you will run out of raw fish and the repeat order will be canceled. &lt;br /&gt;
&lt;br /&gt;
Should you forget to reassign the task, you will eventually have an abundance of useless raw [[fish]] filling up your larder. Once you have the [[Manager]] [[noble]], you can queue up lots of 30 &amp;quot;process raw fish&amp;quot; jobs on the manager screen, helping to alleviate the problem. &lt;br /&gt;
&lt;br /&gt;
See [[Fishing]].&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category: Workshops]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farmer%27s_workshop&amp;diff=23060</id>
		<title>40d:Farmer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farmer%27s_workshop&amp;diff=23060"/>
		<updated>2008-04-12T21:24:27Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Farmer's workshop|key=w|job=Plant processing, Milking, Cheese making&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Metal]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Thresher|Plant processing]], or [[Milker|Milking]], or [[Cheese maker|Cheese making]]&lt;br /&gt;
|use=&lt;br /&gt;
* Various [[crop]]s&lt;br /&gt;
* [[Container|Bags and barrels]] for their respective tasks&lt;br /&gt;
* [[Purring maggot]]s and [[milk]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Pig tail]] [[thread]]s (process plants)&lt;br /&gt;
* [[Rope reed]] [[thread]]s (process plants)&lt;br /&gt;
* [[Quarry bush]] leaves (&amp;quot; &amp;quot; to bag)&lt;br /&gt;
* [[Dwarven syrup]] (&amp;quot; &amp;quot; to barrel)&lt;br /&gt;
* Plant [[extracts]] (&amp;quot; &amp;quot; to vial)&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
}}&lt;br /&gt;
A '''farmer's workshop''' is used to process various plants and make cheese.  [[Pig tail]]s and [[Rope reed]]s are processed into [[thread]], [[quarry bush]]es into leaves, and [[sweet pod]]s into [[dwarven syrup]].&lt;br /&gt;
&lt;br /&gt;
It is also used to milk [[purring maggot]]s for [[dwarven milk]]. Dwarven milk as well as other (bought) [[milk]] can then be turned into [[cheese]] at a 1:1 ratio. For this the milk has to be allowed for cooking in the kitchen menu, so you might want to make sure it's not used for cooking instead.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothier%27s_shop&amp;diff=16128</id>
		<title>40d:Clothier's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothier%27s_shop&amp;diff=16128"/>
		<updated>2008-04-12T21:21:40Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Clothier's shop|key=k|job=Clothesmaking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Backpack]]&lt;br /&gt;
* [[Bag]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
* [[Quiver]]&lt;br /&gt;
* [[Rope]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Clothier's Shop is where finished [[cloth]] (plant fiber or animal, including dyed threads) is sent to be cut, trimmed and otherwise turned into useful [[clothing]] items, [[bags]], [[backpack]]s, [[quiver]]s, or even sewn onto another item as a [[decoration|decorative image]].&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Butcher%27s_shop&amp;diff=20330</id>
		<title>40d:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Butcher%27s_shop&amp;diff=20330"/>
		<updated>2008-04-12T21:18:08Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Butcher's Shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Animal dissector|Small animal dissection]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Animal|Tame land animal]]&lt;br /&gt;
* [[Corpse|Unrotten animal corpse]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Bone]]s&lt;br /&gt;
* [[Chunks]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Skin]]&lt;br /&gt;
* [[Skull]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Butcher's shops''' are used to slaughter livestock that has been designated to be [[butchering|butchered]] in the z-status Animals submenu. There is no task for this in the workshop, instead it will be done automatically if it isn't disabled in the {{key|o}}rder-{{key|W}} menu. Unlike butchering corpses, slaughtering occurs the instant the [[butcher]] brings the animal to the shop, and so is not affected by the butcher's skill level, agility, or workshop clutter.&lt;br /&gt;
&lt;br /&gt;
Butchers also do the dirty job of processing animal '''corpses''' and body parts for [[meat]], [[fat]], [[skin]], [[bone]]s, and [[skull]]s at the butcher's shop. Higher skill allows them to process these corpses faster. A corpse doesn't have to be particularly close to the workshop to trigger the task, but it needs to be on a (refuse) stockpile.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop can also be used to catch vermin (like a kennels) and make extracts from captured vermin.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alchemist%27s_laboratory&amp;diff=23083</id>
		<title>40d:Alchemist's laboratory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alchemist%27s_laboratory&amp;diff=23083"/>
		<updated>2008-04-12T21:16:01Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Alchemist's Laboratory|key=a|job=[[Soaper|Soap maker]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 clear glass [[vial]]s&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Soaper|Soap maker]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Lye]]&lt;br /&gt;
* Animal [[tallow]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''alchemist's laboratory''' is a [[workshop]] used to make [[soap]].&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alchemist%27s_laboratory&amp;diff=23082</id>
		<title>40d:Alchemist's laboratory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alchemist%27s_laboratory&amp;diff=23082"/>
		<updated>2008-04-12T21:14:11Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Alchemist's Laboratory|key=a|job=[[Soaper]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 clear glass [[vial]]s&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Lye]]&lt;br /&gt;
* Animal [[tallow]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''alchemist's laboratory''' is a [[workshop]] used to make [[soap]].&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2314</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2314"/>
		<updated>2008-04-12T21:14:06Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: /* List of fortress mode skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with [[experience]]: every time a person completes a task successfully, the corresponding skill will increase by an amount of [[experience]] points (XP). Once the XP reach the amount required for the next level, the rank will increase.&lt;br /&gt;
&lt;br /&gt;
The highest skill or skills of a dwarf determines their profession.&lt;br /&gt;
&lt;br /&gt;
== Skill ranks ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of fortress mode skills ==&lt;br /&gt;
&lt;br /&gt;
The following list of skills is grouped by the professions they fall in.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Professions&amp;quot; determine only the color of the [[dwarf]] and their profession name if you haven't set it yourself.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#bbb|#bbb|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Woodworker|#ff2|#ff6|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Stoneworker|#fff|#fff|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Ranger|#282|#484|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Metalsmith|#888|#888|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Jeweler|#2f2|#6f6|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Craftsdwarf|#22f|#66f|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|#828|#848|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Farmer|#882|#884|&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Engineer|#f22|#f66|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|''No profession''|#288|#488|&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
&lt;br /&gt;
''Military skills''&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
&lt;br /&gt;
''Social skills''&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ashery&amp;diff=23097</id>
		<title>40d:Ashery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ashery&amp;diff=23097"/>
		<updated>2008-04-12T21:11:37Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Ashery|key=y|job=Potash Making or Lye Making &lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Bucket]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Potash maker|Potash Making]]&lt;br /&gt;
* [[Lye maker|Lye Making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Ash]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Lye]]&lt;br /&gt;
* [[Potash]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ashery is used for creating [[potash]] and [[lye]] from [[ash]].  This building is necessary if the player wishes to create clear or crystal [[glass]], [[fertilizer]], or [[soap]].&lt;br /&gt;
&lt;br /&gt;
'''Lye''' is made by soaking the ashes in water to extract the water soluble part, the remaining solid ash is discarded by filtering or settling in a barrel and then drawing off the lye from the top.&lt;br /&gt;
The active ingredient of lye is potassium hydroxide (a caustic strong alkali).&lt;br /&gt;
Drying lye leaves '''potash''' (unrefined potassium oxide).&lt;br /&gt;
&lt;br /&gt;
The caustic lye will break down '''tallow''' into soap and glycerin.  The soap is retained while the glycerin is washed away when rinsing the soap to remove remaining lye.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;make potash from ash&amp;quot; task combines the two steps into a single job for convenience.  It only requires the &amp;quot;potash making&amp;quot; profession.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cleaning&amp;diff=32611</id>
		<title>40d:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cleaning&amp;diff=32611"/>
		<updated>2008-04-12T21:09:16Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleaning is a [[labor]] that allows your dwarves to take cleaning [[skill|job]]s.&lt;br /&gt;
&lt;br /&gt;
Cleaning jobs remove [[blood]], [[vomit]], [[blood|ichor]], [[water]], used [[bolt]]s and [[siege engine|ammunition]] from the floor and walls of your fortress.  Cleaning will not move [[corpse]]s, [[body part]]s, or dead [[vermin]]; that task requires the [[hauling|refuse hauling]] labor.  Cleaning has no effect on miasma, which will naturally dissipate over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves will only clean [[subterranean]] areas of the fortress, as [[above ground]] areas will clean automatically at the turn of every season.&lt;br /&gt;
&lt;br /&gt;
A dwarf who decides to clean will stand on the space to be cleaned for a moment, and that tile and all adjacent tiles will be cleaned.&lt;br /&gt;
&lt;br /&gt;
While cleaning must be activated in the labor preferences, it does not raise any skill, nor does cleaning rely on any skill to determine the speed or effectiveness with which it is done.&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24317</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24317"/>
		<updated>2008-04-12T21:08:52Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: /* Eliminating vermin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as rats, bats, and lizards which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost dwarves, whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any food in stockpiles they can manage to get a hold on, causing [[wear]] on that food. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] barrels are over ten times more effective at keeping your food safe, although you can never fully protect your food from these voracious critters.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin animal inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be tamed by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with cats, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not tamed, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the fire snake, can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.27.176.38c}}  This reduces or eliminates the possibility of dwarves receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[blood|ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a cage so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable fish are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.176.38c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Toad||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|Turtle||10||Spawns in pools, amphibious, [[fish]]able, has shell&lt;br /&gt;
|-&lt;br /&gt;
|Fly||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Large roach||5||Eats food, sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|Beetle||n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ant||n/a||Forms colonies on soil&lt;br /&gt;
|-&lt;br /&gt;
|Monarch butterfly||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly||1||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Lizard||10||Eats food, (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|Rat||10||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Biomes&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm||Taiga forest, Temperate, Tropical||n/a||Found on soil (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Blue jay||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Cardinal||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Grackle||Temperate grassland and savanna||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Oriole||Temperate broadleaf forest||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Red-winged blackbird||Temperate marsh||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Hedgehog||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Chipmunk||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Gray squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Red squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Fox squirrel||Savage temperate forest||100&lt;br /&gt;
|-&lt;br /&gt;
|Demon rat||Any evil||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy wambler||Any good||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Two-legged rhino lizard||Any savage||20||Eats food (&amp;quot;gnawed&amp;quot;), exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Knuckle worm||Any evil||100||Rots food, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Phantom spider||Any evil forest||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Acorn fly||Any savage||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Blood gnat||Any evil||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Moghopper||Any savage||20||Spawns in pools, amphibious, [[fish]]able, summer only, [[extracts|extract]] is mog juice&lt;br /&gt;
|-&lt;br /&gt;
|Fairy||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Pixie||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Cave spider||Subterranean water and chasm||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Fire snake||Subterranean lava||1||Exotic pet, [[extracts|extract]] is liquid fire&lt;br /&gt;
|-&lt;br /&gt;
|Olm||Subterranean water||1||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Bat||Subterranean chasm||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
|Purring maggot||Subterranean chasm||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Cave swallow||Temperate broadleaf forest, subterranean||30||Exotic pet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.'' {{verify}}&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_Token&amp;diff=28143</id>
		<title>Creature Token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_Token&amp;diff=28143"/>
		<updated>2008-04-12T21:06:37Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: Redirecting to Creature tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Creature_tokens]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=12984</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=12984"/>
		<updated>2008-04-12T21:05:00Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: /* Hazards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chasms''' appear similarly to [[river]]s, but are not visible on the Local/Region/World maps.  They are similar to the DFv0.23 chasms except that they are not guaranteed, seem to use the same river-generation code for the fortress map (a &amp;quot;chasm tributary&amp;quot; has been observed), and are bottomless.&lt;br /&gt;
&lt;br /&gt;
A chasm may be open to the top of the [[mountain]], or it can be hidden [[underground]] until discovered by a [[miner]].&lt;br /&gt;
&lt;br /&gt;
Chasms are much more common on named mountains and [[volcano]]es, along with other special features such as [[cave river]]s.&lt;br /&gt;
&lt;br /&gt;
The presence of Extreme [[Cliff]]s (20+) on the Local Map may be, but is not necessarily, indicative of a chasm.&lt;br /&gt;
&lt;br /&gt;
Chasms can also appear in a rounded shape, as below:&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
These uses are meant to be used with the lowermost level of the chasm. (Where you can see no lower)&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of building a platform over the chasm, and then severing the platform from the [[wall]], can permanently dispose of garbage or excess [[stone]] set on top. The severed platform will disappear into the darkness below, and never be seen ever again.&lt;br /&gt;
&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
It is possible to chasm [[refuse]] as it was in earlier versions. Designate a garbage dump [[activity zone]] over the chasm and adjacent walkable tile. Monsters may also spring from the chasm, and were provoked by the chasming of refuse in previous versions. It is unknown if these events still occur. Given that this technique still works, you can dump anything in your fortress by selecting {{key|k}} and marking items for {{key|d}}umping.  Also you can use [[standing orders]] to dump particular types of refuse.&lt;br /&gt;
Dwarves may cancel the dump task due to [[creatures]] in the chasm below, even if those creatures can't reach them {{version|0.27.169.33f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[iron man|iron men]], [[troglodyte]]s, [[giant cave swallow]]s, [[antman|antmen]], [[giant cave spider]]s, [[ratman|ratmen]], and [[batman|batmen]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=9946</id>
		<title>40d:Table</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=9946"/>
		<updated>2008-04-12T20:58:11Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''table''' is a piece of [[furniture]] necessary for [[dwarf|dwarves]] to eat [[food]] in comfort. They can be made from a wide variety of materials, including [[wood]], [[stone]], [[metal]], and [[glass]]. Tables can be used to define a [[dining room]]. Dwarves dislike eating at a table without a [[chair]] and also prefer not to share a table with others.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18366</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18366"/>
		<updated>2008-04-12T20:57:10Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, [[weapon]]s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon damage|weapon]] type, weapon [[Weapon Damage#Material Damage Effects|material]], weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, [[wood]]en [[mace]] with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a [[sword]] causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/[[shield]], or make it unable to attack with that limb.  Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain). The more toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., [[undead]]), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and [[hammer]]s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and [[axe]]s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a [[wall]], tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of [[crossbow]]s, and especially [[bow]]s, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, [[human]]s, and [[goblin]]s; bows are used by [[elf|elves]], humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  Axes do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield [[two-handed sword]]s or [[halberd]]s, and dwarves cannot build [[scimitar]]s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a [[pike]]; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do, by far, the least damage, and do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain.  Whips are rarely used, but presumably they're good against unarmored, small, living [[creatures]].  These kind of weapons are pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures particularly [[giant cave spider|giant cave spiders]] shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing you are completely immobilized until you can break free of the web. Currently in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latch and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]]s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18365</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18365"/>
		<updated>2008-04-12T20:47:16Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: /* Blood Sucking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, [[weapon]]s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon damage|weapon]] type, weapon [[Weapon Damage#Material Damage Effects|material]], weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, [[wood]]en [[mace]] with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a [[sword]] causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/[[shield]], or make it unable to attack with that limb.  Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects:  First effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain).  More toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., [[undead]]), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and [[hammer]]s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and [[axe]]s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a [[wall]], tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of [[crossbow]]s, and especially [[bow]]s, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, [[human]]s, and [[goblin]]s; bows are used by [[elf|elves]], humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  Axes do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield [[two-handed sword]]s or [[halberd]]s, and dwarves cannot build [[scimitar]]s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a [[pike]]; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do, by far, the least damage, and do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain.  Whips are rarely used, but presumably they're good against unarmored, small, living [[creatures]].  These kind of weapons are pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures particularly [[giant cave spider|giant cave spiders]] shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing you are completely immobilized until you can break free of the web. Currently in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, it would be most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latch and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]]s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18364</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18364"/>
		<updated>2008-04-12T20:46:45Z</updated>

		<summary type="html">&lt;p&gt;Lychosis: /* Fire Breath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, [[weapon]]s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon damage|weapon]] type, weapon [[Weapon Damage#Material Damage Effects|material]], weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, [[wood]]en [[mace]] with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a [[sword]] causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/[[shield]], or make it unable to attack with that limb.  Breaking a leg will cause a two-legged [[creature]] to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects:  First effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain).  More toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., [[undead]]), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and [[hammer]]s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and [[axe]]s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a [[wall]], tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of [[crossbow]]s, and especially [[bow]]s, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, [[human]]s, and [[goblin]]s; bows are used by [[elf|elves]], humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The [[maul]], despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build [[flail]]s, [[morningstar]]s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  Axes do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield [[two-handed sword]]s or [[halberd]]s, and dwarves cannot build [[scimitar]]s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a [[spear]] is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a [[pike]]; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do, by far, the least damage, and do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain.  Whips are rarely used, but presumably they're good against unarmored, small, living [[creatures]].  These kind of weapons are pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures particularly [[giant cave spider|giant cave spiders]] shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing you are completely immobilized until you can break free of the web. Currently in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, it would be most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latch and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]]s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Lychosis</name></author>
	</entry>
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