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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-06T19:37:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Perch&amp;diff=130551</id>
		<title>40d Talk:Perch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Perch&amp;diff=130551"/>
		<updated>2010-11-02T05:21:34Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Created page with 'Exceptional article? Lol. Tell me why 40d:Guppy is tattered then? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exceptional article? Lol. Tell me why [[40d:Guppy]] is tattered then? [[User:Manslay|Manslay]] 05:21, 2 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=126998</id>
		<title>Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=126998"/>
		<updated>2010-09-03T16:00:37Z</updated>

		<summary type="html">&lt;p&gt;Manslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Planepacked''' is a [[Limestone]] [[Statue]], now known as the most epic [[artifact]] ever created by dwarvenkind, without cheating or exploiting. Since nothing remotely similar has ever been reported, Planepacked is certainly some sort of bug, or some unintended result of modding [[goblin]]s to be twelve times stronger.  However, it is still considered &amp;quot;official&amp;quot; by those who care about such things.&lt;br /&gt;
&lt;br /&gt;
= The Statue=&lt;br /&gt;
The statue itself contains an ungodly amount of items built into it, and contains what would appear to be the entire history of the world in which it was created. It also includes 73 images of itself, leading one to believe that either the designs engraved upon it are minutely fractal, or that where Planepacked stands the universe folds. It also most likely contains several pictures of toads, and squares, but strangely, no cheese.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* [[Gypsum]]&lt;br /&gt;
* [[Native platinum]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Pig iron]]&lt;br /&gt;
* [[Cave lobster]] [[shell]]&lt;br /&gt;
* [[Dog]] [[leather]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Oak]]&lt;br /&gt;
* [[Orthoclase]] &lt;br /&gt;
* [[Steel]] &lt;br /&gt;
* [[Brown jasper]]&lt;br /&gt;
&lt;br /&gt;
See external links for a complete list of materials and item detail.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Planepacked is worth an amazing 3,105,600☼, an extremely high amount in relation to its standard materials.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
According to its owner, creation took over a year to gather all of the materials, and then the standard amount of time to make the item. Why the [[dwarf]] didn't go [[insane]] in the middle of collecting items is unknown, but may have to do with the fact that all the items he needed were there, just not at the [[workshop]] yet.&lt;br /&gt;
&lt;br /&gt;
On October 11, 2009 another player experienced a similar artifact named Broiledprinces. It is currently believed that such an artifact is triggered by having a dwarf claim an above-ground workshop while the dwarves are all ordered inside via the orders menu. The feat has since been repeated.&lt;br /&gt;
&lt;br /&gt;
==The Description==&lt;br /&gt;
&lt;br /&gt;
This is a [[Limestone]] [[statue]].  All craftsdwarfship is of the highest quality.  It is encrusted with [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]], [[Limonite]] and [[Malachite]], studded with [[Pig iron]], decorated with [[cave lobster]] [[shell]] and [[dog]] [[leather]] and encircled with bands of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Native gold]], [[Malachite]], [[Limonite]] and [[Oak]].  This object is adorned with hanging rings of [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]] and [[Limonite]] and menaces with [[decoration|spikes]] of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Limonite]], [[Malachite]], [[Orthoclase]], [[Steel]] and [[Brown jasper]].  On the item is an  image of Dimpledflags the [[Iron]] [[hatch cover]] in [[Limestone]]. &lt;br /&gt;
  &lt;br /&gt;
On the item is an  image of Ngokang Haterampart the [[goblin]] and [[dwarves]] in [[Limestone]].  Ngokang Haterampart is  surrounded by the [[dwarves]].  The artwork relates to the rise of the [[goblin]] Ngokang Haterampart as an enemy of The Arrow of Tournaments in the late summer of 204.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mistem Puretown the dwarf and Crazethin the grimeling in Limestone.  Crazethin is  striking down Mistem Puretown.  The artwork relates to the killing of the dwarf Mistem Puretown by the grimeling Crazethin in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of diamonds in Limestone.  On the item is an  image of buckets in Limestone.  On the item is an  image of shining suns in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of toads in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of a shortfin mako shark in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Imush Towerurged the dwarf and Aslot Spideryurges the goblin in Limestone.  Aslot Spideryurges is  shooting Imush Towerurged.  The artwork relates to the shooting of the dwarf Imush Towerurged by the goblin Aslot Spideryurges in Ravenlabors in the midsummer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a Oak in Limestone.  On the item is an  image of a shining sun in Limestone.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of a purring maggot in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of a Longland grass in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of thick crescents in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a diamond in Limestone.  On the item is an  image of a wave in Limestone.  On the item is an  image of two Oaks in Limestone.  On the item is an  image of sweet pods in Limestone.  On the item is an  image of a toad in Gypsum.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of three Oaks in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Gypsum.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Ago Menacetrap the goblin and Alath Helmedabbey the Imperial Spring of Drills the dwarf in Limestone.  Alath Helmedabbey the Imperial Spring of Drills is  striking down Ago Menacetrap.  The artwork relates to the killing of the goblin Ago Menacetrap by the dwarf Alath Helmedabbey the Imperial Spring of Drills in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Gypsum.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of squares in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Gypsum.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Drufuchakin the kobold and Datan Treatydawned the dwarf in Gypsum.  Datan Treatydawned is  striking down Drufuchakin.  The artwork relates to the killing of the kobold Drufuchakin by the dwarf Datan Treatydawned in Ravenlabors in the early winter of 206 during The Fourth Attempted Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two toads in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a thick crescent in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a rope reed in Gypsum.  On the item is an  image of two full moons in Gypsum.  On the item is an  image of circles in Limestone.   &lt;br /&gt;
On the item is an  image of Aslot Spideryurges the goblin and dwarves in Limestone.  Aslot Spideryurges is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Aslot Spideryurges as an enemy of The Arrow of Tournaments in the midsummer of 204.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Tun Racewheel the dwarf in Limestone.  Tun Racewheel is  laboring.  The artwork relates to the settling of the dwarf Tun Racewheelin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of two Maples in Limestone.  On the item is an  image of diamonds in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two Larchs in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a sweet pod in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of mountains in Limestone.  On the item is an  image of hidden moons in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of Cilob Racetrade the dwarf in Limestone.  Cilob Racetrade is  laboring.  The artwork relates to the settling of the dwarf Cilob Racetradein  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of mountains in Limestone.  On the item is an  image of a Longland grass in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin and dwarves in Limestone.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty as an enemy of The Arrow of Tournaments in the early summer of 204.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of cages in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of four mountains in Limestone.  On the item is an  image of a plump helmet in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of waves in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thin cross in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two toads in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a cloud in Limestone.  On the item is an  image of a barrel in Limestone.  On the item is an  image of two narrow crescents in Limestone.  On the item is an  image of narrow crescents in Limestone.  On the item is an  image of a barrel in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Cani Lustrousduties the human and Atu Seduceshameful the goblin in Limestone.  Cani Lustrousduties is  making a plaintive gesture.  Atu Seduceshameful is  striking a menacing pose.  The artwork relates to the mortal wounding of the human Cani Lustrousduties by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atu Seduceshameful the goblin and `Hammermaker' Lettership the Flute of Bands the dwarf in Limestone.  `Hammermaker' Lettership the Flute of Bands is  striking down Atu Seduceshameful.  The artwork relates to the killing of the goblin Atu Seduceshameful by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early autumn of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of two circles in Limestone.   &lt;br /&gt;
On the item is an  image of Sigun Whippedbridges the dwarf and dwarves in Limestone.  Sigun Whippedbridges is  surrounded by the dwarves.  The artwork relates to the appointment of the dwarf Sigun Whippedbridges as the outpost liaison for The Arrow of Tournaments in 171.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a Oak in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Ilral Roughnesstraded the dwarf and Dostngosp Stinkthief the goblin in Limestone.  Ilral Roughnesstraded is  making a plaintive gesture.  Dostngosp Stinkthief is  laughing.  The artwork relates to the mortal wounding of the dwarf Ilral Roughnesstraded by the goblin Dostngosp Stinkthief in Ravenlabors in the late autumn of 203 during The Third Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of crescent moons in Limestone.  On the item is an  image of a dwarf in Limestone.  On the item is an  image of two Oaks in Limestone.   &lt;br /&gt;
On the item is an  image of Ilral Channeledhalls the dwarf and Ago Menacetrap the goblin in Limestone.  Ago Menacetrap is  striking down Ilral Channeledhalls.  The artwork relates to the killing of the dwarf Ilral Channeledhalls by the goblin Ago Menacetrap in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of narrow crescents in Limestone.  On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two half moons in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Alders in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202. On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a Longland grass in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of  the muskox and Atu Seduceshameful the goblin in Limestone.  Atu Seduceshameful is  striking down .  The artwork relates to the killing of the muskox  by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of waves in Limestone.  On the item is an  image of a narrow crescent in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a wave in Limestone.   &lt;br /&gt;
On the item is an  image of Morul Loverorbs the dwarf and Dissolvedchains the Conjurer of Riddling the cave lobster shell mask in Limestone.  Morul Loverorbs is  raising Dissolvedchains the Conjurer of Riddling.  The artwork relates to the creation of Dissolvedchains the Conjurer of Riddling in Ravenlabors by the dwarf Morul Loverorbs in the midwinter of 204.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of a common skate in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of three-pointed stars in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a shining sun in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Limonite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Dishmab Floorcleans the dwarf and dwarves in Magnetite.  Dishmab Floorcleans is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Dishmab Floorcleans as an enemy of The Arrow of Tournaments in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of shining suns in Malachite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Alder in Limonite.  On the item is an  image of a cave wheat in Limonite.  On the item is an  image of a Tower-cap in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a dwarf in Magnetite.  On the item is an  image of a blazing sun in Magnetite.  On the item is an  image of a diamond in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a shining sun in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of two toads in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of half moons in Limonite.  On the item is an  image of waves in Limestone.   &lt;br /&gt;
On the item is an  image of Thlulugrayber the kobold and a Steel chain mail in Limonite.  Thlulugrayber is  raising the Steel chain mail.  The artwork relates to the theft of a Steel chain mail from Ravenlabors by the kobold Thlulugrayber in the early summer of 205 during The Fifth Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a circle in Limonite.  On the item is an  image of a cloud in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of wild strawberries in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a narrow crescent in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a mountain in Limonite.  On the item is an  image of narrow crescents in Limonite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of three-pointed stars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a crescent moon in Magnetite.  On the item is an  image of dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a blade weed in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of a thick crescent in Limonite.  On the item is an  image of toads in Limestone.  On the item is an  image of a sasquatch in Magnetite.  On the item is an  image of cougars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a Ash in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of three dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Malachite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Meng Treatychant the dwarf in Magnetite.  Meng Treatychant is  laboring.  The artwork relates to the settling of the dwarf Meng Treatychantin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a four-pointed star in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a diamond in Magnetite.   &lt;br /&gt;
On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of a wild strawberry in Magnetite.  On the item is an  image of a bucket in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of prickle berries in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Tangledgold the donkey in Limonite.  Tangledgold is  striking down .  The artwork relates to the killing of the donkey  by the donkey Tangledgold in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of pig tails in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.  On the item is an  image of two elk in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of dimple cups in Magnetite.  On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Ash in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of four Tower-caps in Magnetite.  On the item is an  image of dwarves in Limonite.  On the item is an  image of a Larch in Magnetite.  On the item is an  image of a Alder in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of two waves in Magnetite.  On the item is an  image of thick crescents in Magnetite.   &lt;br /&gt;
On the item is an  image of Kilidilruldin the kobold and a giant cave spider silk sock in Magnetite.  Kilidilruldin is  raising the giant cave spider silk sock.  The artwork relates to the theft of a giant cave spider silk sock from Ravenlabors by the kobold Kilidilruldin in the early summer of 204 during The Third Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.  On the item is an  image of two toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.   &lt;br /&gt;
On the item is an  image of Kulet Floorportent the dwarf and Ngerxung Bridgehate the goblin in Limonite.  Ngerxung Bridgehate is  striking down Kulet Floorportent.  The artwork relates to the killing of the dwarf Kulet Floorportent by the goblin Ngerxung Bridgehate in Ravenlabors in the late spring of 205 during The Fifth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of four-pointed stars in Limonite.   &lt;br /&gt;
On the item is an  image of Tekkud Clutchrough the dwarf and Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin in Magnetite.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  striking down Tekkud Clutchrough.  The artwork relates to the killing of the dwarf Tekkud Clutchrough by the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a barrel in Limonite.  On the item is an  image of raccoons in Magnetite.  On the item is an  image of a hidden moon in Limonite.  On the item is an  image of bloated tubers in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of diamonds in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Stleelbis the kobold and `Hammermaker' Lettership the Flute of Bands the dwarf in Limonite.  `Hammermaker' Lettership the Flute of Bands is  striking down Stleelbis.  The artwork relates to the killing of the kobold Stleelbis by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early winter of 204 during The Theft of Crevicepaddled at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Oaks in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of plump helmets in Limonite.  On the item is an  image of tall crosses in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Rith Frostrope the dwarf in Magnetite.  Rith Frostrope is  laboring.  The artwork relates to the settling of the dwarf Rith Frostropein  Ravenlabors in the midautumn of 203.   &lt;br /&gt;
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On the item is an  image of Kol Whipworshipped the dwarf in Magnetite.  Kol Whipworshipped is  laboring.  The artwork relates to the settling of the dwarf Kol Whipworshippedin  Ravenlabors in the midspring of 205.   &lt;br /&gt;
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On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of shining suns in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of Pulledstalk the alligator and dwarves in Limonite.  Pulledstalk is  surrounded by the dwarves.  The artwork relates to the rise of the alligator Pulledstalk as an enemy of The Arrow of Tournaments in 173.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a bluefin tuna in Limonite.  On the item is an  image of two toads in Limonite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of diamonds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Limonite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of mountains in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a tall cross in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of barrels in Magnetite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a Longland grass in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of squares in Magnetite.  On the item is an  image of wizards in Magnetite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Dangleburst the grimeling and dwarves in Limonite.  Dangleburst is  surrounded by the dwarves.  The artwork relates to the rise of the grimeling Dangleburst as an enemy of The Arrow of Tournaments in 130.   &lt;br /&gt;
On the item is an  image of a satyr in Magnetite.   &lt;br /&gt;
On the item is an  image of Zulban Staticcloistered the dwarf and Zolak Doomedrelic the goblin in Magnetite.  Zolak Doomedrelic is  striking down Zulban Staticcloistered.  The artwork relates to the killing of the dwarf Zulban Staticcloistered by the goblin Zolak Doomedrelic in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of mountains in Magnetite.  On the item is an  image of Highwoods in Malachite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two barrels in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of broad crosses in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Magnetite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of a thin cross in Limonite.  On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thick crescent in Magnetite.  On the item is an  image of diamonds in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a barrel in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a ballista arrow in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a wave in Magnetite.  On the item is an  image of waves in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Magnetite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of circles in Limonite.  On the item is an  image of three prickle berries in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two clouds in Limonite.  On the item is an  image of flasks in Magnetite.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in cave lobster shell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possible explanation suggested==&lt;br /&gt;
A recent [http://www.bay12games.com/forum/index.php?topic=43208.0 bug report] may have narrowed in on the cause of Planepacked.  A moody dwarf who claims an outdoor workshop when dwarves are not allowed outside (soldiers allowed or not does not seem to matter) will continue gathering materials for his artifact without ever crossing any off his &amp;quot;list.&amp;quot;  He will only gather materials from inside locations, and will do so until no more of that item remain.  If dwarves are allowed outside he will complete his current item and move on to the next.  It is unclear if forbidding the outdoors causes him to collect more of the initial item, or more of the new item.  Due to the plentiful nature of stone and the frequency of moods involving stone items, its no surprise that Planepacked was made out of stone. Evidence for this theory may be found in this [[{{TALKPAGENAME}}#Explanation research migrated from main page|discussion]].&lt;br /&gt;
&lt;br /&gt;
At this time, it may be considered an exploit to allow the moody dwarf to continue to gather materials by not allowing citizens outside, thus forcing the artifact to have more items than normally possible.&lt;br /&gt;
&lt;br /&gt;
==Way to reproduce==&lt;br /&gt;
Create a burrow that has materials inside it (dwarf will only take one kind though, mason will take stones, blacksmith will take bars, etc...) but not the factory moody dwarf has claimed, and assign him to that burrow. He'll keep bringing materials to workshop and marking them as *TSK*, as long as he's getting stream of materials coming in, he won't become insane. Unassign him from burrow to continue the production of artifact.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=28232.0 Thread about Planepacked on Bay12Games forum]&lt;br /&gt;
* [http://bartabox.banquise.net/df/planepacked.txt Total list of materials and artwork detail]&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=43214.15 Thread about BroiledPrinces (another quantum artifact), in which the mechanism of creation is discovered. On Bay12Games forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:[IMG]http://i191.photobucket.com/albums/z200/tyranitar23/Planepacked.jpg[/IMG]|Artist's Rendition of Planepacked.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=126653</id>
		<title>v0.31 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=126653"/>
		<updated>2010-08-31T07:29:38Z</updated>

		<summary type="html">&lt;p&gt;Manslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can verify that drawbridges still won't raise when a Titan is on them. {{version|31.01}} --[[User:Akhiros|Akhiros]] 07:47, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just noticed the statement, &amp;quot;It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&amp;quot;  I don't think it is a bug, but an implementation choice. --[[User:PencilinHand|PencilinHand]] 13:05, 29 April 2010 (UTC)&lt;br /&gt;
::The same thing happens with any other building or workshop - it just won't let you place the designation. If you try to ramp from underneath, the floor won't be removed simply because the building was present, whether the &amp;quot;building&amp;quot; was a bridge (even if raised or retracted), a workshop, or even a stockpile. --[[User:Quietust|Quietust]] 14:57, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the &amp;quot;wall&amp;quot; created by raising a bridge block liquids? --[[User:Telarin|Telarin]] 19:00, 9 June 2010 (UTC)&lt;br /&gt;
:Yes.  I've used them before to seal elves into my depot before flooding it. --[[User:Kyle Solo|Kyle Solo]] 15:48, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, can the bridge be destroyed by a building destroyer when raised? --[[User:Telarin|Telarin]]&lt;br /&gt;
:I don't know, but if my current fort is any indication, building destroyers do not appear to destroy '''lowered''' drawbridges that block their path, such as one covering a set of ramps leading into one's fortress. I've got all 3 cavern levels sealed this way, and nothing has yet gotten inside, including several forgotten beasts. --[[User:Quietust|Quietust]] 20:03, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What do you mean by &amp;quot;a wall along the edge selected with the wadx keys when placing the bridge&amp;quot;?&lt;br /&gt;
I don't see any shortcuts when placing the bridge... are they just hidden or what? DF 31.10 [[User:Manslay|Manslay]] 07:27, 31 August 2010 (UTC)&lt;br /&gt;
:Wait, nevermind, BEFORE placing the bridge :/ [[User:Manslay|Manslay]] 07:29, 31 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=126652</id>
		<title>v0.31 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=126652"/>
		<updated>2010-08-31T07:27:42Z</updated>

		<summary type="html">&lt;p&gt;Manslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can verify that drawbridges still won't raise when a Titan is on them. {{version|31.01}} --[[User:Akhiros|Akhiros]] 07:47, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just noticed the statement, &amp;quot;It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&amp;quot;  I don't think it is a bug, but an implementation choice. --[[User:PencilinHand|PencilinHand]] 13:05, 29 April 2010 (UTC)&lt;br /&gt;
::The same thing happens with any other building or workshop - it just won't let you place the designation. If you try to ramp from underneath, the floor won't be removed simply because the building was present, whether the &amp;quot;building&amp;quot; was a bridge (even if raised or retracted), a workshop, or even a stockpile. --[[User:Quietust|Quietust]] 14:57, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the &amp;quot;wall&amp;quot; created by raising a bridge block liquids? --[[User:Telarin|Telarin]] 19:00, 9 June 2010 (UTC)&lt;br /&gt;
:Yes.  I've used them before to seal elves into my depot before flooding it. --[[User:Kyle Solo|Kyle Solo]] 15:48, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, can the bridge be destroyed by a building destroyer when raised? --[[User:Telarin|Telarin]]&lt;br /&gt;
:I don't know, but if my current fort is any indication, building destroyers do not appear to destroy '''lowered''' drawbridges that block their path, such as one covering a set of ramps leading into one's fortress. I've got all 3 cavern levels sealed this way, and nothing has yet gotten inside, including several forgotten beasts. --[[User:Quietust|Quietust]] 20:03, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What do you mean by &amp;quot;a wall along the edge selected with the wadx keys when placing the bridge&amp;quot;?&lt;br /&gt;
I don't see any shortcuts when placing the bridge... are they just hidden or what? DF 31.10 [[User:Manslay|Manslay]] 07:27, 31 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Ammunition&amp;diff=126351</id>
		<title>23a:Ammunition</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Ammunition&amp;diff=126351"/>
		<updated>2010-08-25T08:11:04Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:11, 25 August 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Ammunition''', or '''ammo''' for short, is the generic term for a projectile fired from a bow or siege weapon. &lt;br /&gt;
&lt;br /&gt;
Current types of ammunition include:&lt;br /&gt;
&lt;br /&gt;
*{{L|Other weapon#Arrow|Arrows}} (fired from a {{L|Other weapon#Bow|bow}})&lt;br /&gt;
*{{L|Crossbow#Bolt|Bolts}} (fired from a {{L|crossbow}})&lt;br /&gt;
*{{L|Ballista arrow|Ballista arrows}} (fired from a {{L|ballista}})&lt;br /&gt;
*{{L|Stone|Stones}} (fired from a {{L|catapult}})&lt;br /&gt;
*{{L|Other weapon#dart|Blowdarts}} (fired from {{L|Other weapon#Blowgun|blowgun}})&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Ammo|*}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=118198</id>
		<title>v0.31:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=118198"/>
		<updated>2010-06-12T02:58:43Z</updated>

		<summary type="html">&lt;p&gt;Manslay: /* Minimalist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
==Pre-Embark Build Ideas==&lt;br /&gt;
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of {{L|fun}}), leaving you to other challenges.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social {{L|skill}}s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Minimalist/Survivalist build===&lt;br /&gt;
&lt;br /&gt;
* 1 anvil&lt;br /&gt;
* 2 copper ore&lt;br /&gt;
&lt;br /&gt;
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the {{L|DIY#Minimalist_challenge_build|Do it Yourself}} article for a step-by-step &amp;quot;how to&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
===Peasantry===&lt;br /&gt;
* Spend 0 Points on embark&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
* Military skills&lt;br /&gt;
* Weapons, ammunition, armor, war dogs&lt;br /&gt;
* Picks are not weapons&lt;br /&gt;
&lt;br /&gt;
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.&lt;br /&gt;
&lt;br /&gt;
===Elves - The Ultimate Hippy Challenge===&lt;br /&gt;
Peace, man.&lt;br /&gt;
* Don't gather plants except those you plant yourself. &lt;br /&gt;
* Don't gather wood nor trade for it with humans or dwarves. &lt;br /&gt;
* Trade for plants and wood only with the elves; they understand your environmental code. &lt;br /&gt;
* Don't burn any {{L|fuel|coal}}. Do you know what that does to the environment, man?&lt;br /&gt;
**Magma-smelting is an option, but steel can't be had.&lt;br /&gt;
* Don't cause any creature's death, except in self-defense.&lt;br /&gt;
**No military, induced submerging, or lethal implementation of corkscrews.&lt;br /&gt;
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.&lt;br /&gt;
* {{L|Elf|Hippies}} prefer sunlight and wooded areas, with minimal use of rock (digging and building).&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
===Humans - Living Large and Standing Tall===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling {{L|Human|human}}.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.&lt;br /&gt;
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.&lt;br /&gt;
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.&lt;br /&gt;
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.&lt;br /&gt;
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.&lt;br /&gt;
* BONUS: Easy Play: Embark on top of a Human Town.&lt;br /&gt;
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as {{L|mega constructions|one huge arcology}}.&lt;br /&gt;
* MEGADWARFBONUS: Build your City in a giant, artificial cave.&lt;br /&gt;
&lt;br /&gt;
===Luddite===&lt;br /&gt;
Shun technology and contraptions. Who can really trust them, with those {{L|Gremlin|gremlins}} around. This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.&lt;br /&gt;
* No mechanics or {{L|mechanism}}s&lt;br /&gt;
* No {{L|machine}}s&lt;br /&gt;
&lt;br /&gt;
===Earthworms===&lt;br /&gt;
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..&lt;br /&gt;
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end. &lt;br /&gt;
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.&lt;br /&gt;
* To make it easier, you can come up to the surface now and then.&lt;br /&gt;
* Try to keep the tunnel as short as possible.&lt;br /&gt;
* Like this: ||||||||==========&amp;gt; (| is walled off end section, = is tunnel and &amp;gt; is the miners.&lt;br /&gt;
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!&lt;br /&gt;
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!&lt;br /&gt;
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!&lt;br /&gt;
&lt;br /&gt;
==Utter Dwarfiness==&lt;br /&gt;
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?&lt;br /&gt;
&lt;br /&gt;
===Bandit Camp===&lt;br /&gt;
* Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}})&lt;br /&gt;
* Embark site featuring places to hide&lt;br /&gt;
&lt;br /&gt;
Attack and loot every enemy sentient creature you can find, such as goblins &amp;amp; kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.&lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
* All dwarves embark as peasants&lt;br /&gt;
* 7 or multiple of 7 of everything you bring (especially picks and axes)&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
Burrows are very useful for this.&lt;br /&gt;
&lt;br /&gt;
===Dwarftopia===&lt;br /&gt;
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.&lt;br /&gt;
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.&lt;br /&gt;
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.&lt;br /&gt;
*Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).&lt;br /&gt;
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.&lt;br /&gt;
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).&lt;br /&gt;
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers.  Watch what happens and laugh as the laborers die out and high society breaks down.&lt;br /&gt;
&lt;br /&gt;
===Equaland===&lt;br /&gt;
* No embark requirements&lt;br /&gt;
* Construct a successful fortress&lt;br /&gt;
* All dwarves are given equal attention regarding quarters, dining, armament and burial&lt;br /&gt;
* One dwarf elected to be &amp;quot;The Leader&amp;quot; commands a lever system capable of killing a single dwarf of your choice in their room, however you wish&lt;br /&gt;
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment&lt;br /&gt;
&lt;br /&gt;
===Hermit===&lt;br /&gt;
* Spend points ONLY on ONE {{L|Pick}}&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|immigrants}} as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
To moderate difficulty, feel free to allow these exceptions:&lt;br /&gt;
* Keep one male and one female dwarf as the Dwarven Adam and Eve. &lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
===Hunting Party===&lt;br /&gt;
* One Marksman+Ambusher&lt;br /&gt;
* One Cook+Farmer&lt;br /&gt;
* One Brewer+Farmer&lt;br /&gt;
* Four exclusively social dwarves&lt;br /&gt;
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)&lt;br /&gt;
&lt;br /&gt;
===Immigration and customs enforcement===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
* Embark into a canyon or on a road&lt;br /&gt;
* Don't embark with an anvil&lt;br /&gt;
&lt;br /&gt;
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Let Loose the Dogs of War&amp;quot;===&lt;br /&gt;
* No military Dwarves are permitted, including Fortress Guard.&lt;br /&gt;
* No weapons or armor may be forged, and any obtained from looting must be melted down.&lt;br /&gt;
* War dogs must be your only form of attack and defense.&lt;br /&gt;
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.&lt;br /&gt;
&lt;br /&gt;
===28 Days Later===&lt;br /&gt;
&lt;br /&gt;
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.&lt;br /&gt;
*Bonus: If you have &amp;quot;reason&amp;quot; to believe the migrants are infected, sacrifice them to the Blood God. Remember, he loves Magma!&lt;br /&gt;
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die.&lt;br /&gt;
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. &lt;br /&gt;
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.&lt;br /&gt;
**Elf skin clothing anyone?  &lt;br /&gt;
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.&lt;br /&gt;
&lt;br /&gt;
===Master Of One===&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* All starting dwarves must have only one skill&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
'''Variant:'''&lt;br /&gt;
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Monarch with a grudge===&lt;br /&gt;
* Forbid any and all use of stone and metal&lt;br /&gt;
* No exposed tile may be labeled &amp;quot;Underground&amp;quot;&lt;br /&gt;
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}})&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, no ponderous stone doors or shining silver arcades, not while I live!&amp;quot;&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Embark with no construction materials, into an area devoid of trees.&lt;br /&gt;
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.&lt;br /&gt;
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice &amp;quot;Economical&amp;quot;.&lt;br /&gt;
* Bonus points: Stone is forbidden along with digging&lt;br /&gt;
&lt;br /&gt;
===Noblesse requiro===&lt;br /&gt;
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)&lt;br /&gt;
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.&lt;br /&gt;
* All Nobles must be treated to the highest quality living conditions&lt;br /&gt;
* All others must be treated to the bare minimum needed to physically keep them alive&lt;br /&gt;
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice&lt;br /&gt;
&lt;br /&gt;
===Santa Urist===&lt;br /&gt;
* Embark in a glacier biome&lt;br /&gt;
* Take at least 3 craftsdwarves to serve as Santa's Elves. &lt;br /&gt;
* Export as many toys as possible. These are your only permitted trade good.&lt;br /&gt;
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]]&lt;br /&gt;
&lt;br /&gt;
===Sitting on trees===&lt;br /&gt;
* Construct a wooden &amp;quot;tree&amp;quot; or several, spanning many (a dozen or so) z-levels&lt;br /&gt;
* Establish a successful fortress not inside, but around, these constructed trees&lt;br /&gt;
&lt;br /&gt;
===The Mad Butcher===&lt;br /&gt;
* One dedicated Butcher+Tanner&lt;br /&gt;
* Minimal supplies and skills, so you can bring...&lt;br /&gt;
* As many puppies and kittens you can afford&lt;br /&gt;
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden&lt;br /&gt;
&lt;br /&gt;
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.&lt;br /&gt;
&lt;br /&gt;
===The World is Flat===&lt;br /&gt;
* No pre-embark requirements&lt;br /&gt;
* You'll probably want a region with lots of hills/mountains. &lt;br /&gt;
* You may only work/build/live on the original Z level where your wagon was&lt;br /&gt;
* No moats allowed, as this requires a channel, which goes below your z-level&lt;br /&gt;
&lt;br /&gt;
===Hunter and Gatherer===&lt;br /&gt;
Pre-Embark (World-Gen)&lt;br /&gt;
* Try creating a world in year 1 (optional)&lt;br /&gt;
Post-Embark&lt;br /&gt;
* Everything allowed except Farming and Cattle Breeding.&lt;br /&gt;
Bonus&lt;br /&gt;
* Bonus: Embark in a desert, so only hunting and (aquifier) fishing.&lt;br /&gt;
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?&lt;br /&gt;
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.&lt;br /&gt;
*** Extended version: Fill the pyramid with magma!&lt;br /&gt;
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).&lt;br /&gt;
* Bonus: No Mechanics and only limited (i.e. only copper) or no metalworking.&lt;br /&gt;
&lt;br /&gt;
===Cave Men===&lt;br /&gt;
Pre-Embark&lt;br /&gt;
An Overworld acessable cave&lt;br /&gt;
&lt;br /&gt;
Post-embark&lt;br /&gt;
Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems.&lt;br /&gt;
You cant use items from ground zero, all wood must be harvested in the caves, along with food.&lt;br /&gt;
&lt;br /&gt;
*Bonus* no trading, who wants to enter that creepy cave anyways?&lt;br /&gt;
*MEGA BONUS* No dogs and no warrior dwarves.&lt;br /&gt;
&lt;br /&gt;
===Fort wars!===&lt;br /&gt;
&lt;br /&gt;
*The initial 7 create 2 forts on opposite sides of a map.&lt;br /&gt;
&lt;br /&gt;
*After the initial 7, 1/2 of all immigrants get assigned to a burrow that encompasses one of the forts. New children get assigned to their parents fort. Each fort is self sustaining and produces their own goods. Then it turns into a competition to see which fort can produce the most wealth. &lt;br /&gt;
* Nobles are given free reign and will be quartered in the winning fort.&lt;br /&gt;
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.&lt;br /&gt;
&lt;br /&gt;
===Deep dwarfs===&lt;br /&gt;
Following the embark, lock yourself up under the ground.&lt;br /&gt;
Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more&lt;br /&gt;
deep.&lt;br /&gt;
*MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels.&lt;br /&gt;
&lt;br /&gt;
===Earth Mover===&lt;br /&gt;
*Do what you need to get a huge guild of miners&lt;br /&gt;
*Dig every square in the map.&lt;br /&gt;
**Hint: you might want to turn cave-in on&lt;br /&gt;
**Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there?&lt;br /&gt;
&lt;br /&gt;
===Minimalist===&lt;br /&gt;
The opposite of Earth Mover&lt;br /&gt;
*Only dig a stone you need&lt;br /&gt;
*There should be no unused stones on the map&lt;br /&gt;
*BONUS: No spare items or furniture also&lt;br /&gt;
*MEGA-BONUS: No wars, as war leaves corpses and other useless crap&lt;br /&gt;
&lt;br /&gt;
===Oh, The Humanity!===&lt;br /&gt;
*Live like humans do.&lt;br /&gt;
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other &amp;quot;addon&amp;quot; buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.&lt;br /&gt;
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.&lt;br /&gt;
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.&lt;br /&gt;
*Most of your mining for ore and minerals should be done quarry-style, as humans are not well-suited to long-term underground life. A quarry should be a big, wide-open pit, shaped like an inverted pyramid, with a ramp leading out, so you don't feel boxed in and claustrophobic. Don't worry about the ecological impact of your surface strip mining.&lt;br /&gt;
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!&lt;br /&gt;
*All farming must be done with surface plants. No underground plants.&lt;br /&gt;
*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.&lt;br /&gt;
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.&lt;br /&gt;
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.&lt;br /&gt;
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.&lt;br /&gt;
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. &lt;br /&gt;
**Chop down enough trees to piss off the elves every once in a while. &lt;br /&gt;
**Fill the map with paved roads. Pavement rules!&lt;br /&gt;
&lt;br /&gt;
*MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several &amp;quot;restaurants&amp;quot; specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it.&lt;br /&gt;
**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security!&lt;br /&gt;
&lt;br /&gt;
=== Dwarfen Prison ===&lt;br /&gt;
Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarfs to build and manage a prison to hold the worst of the worst criminals of dwarfenkind.&lt;br /&gt;
&lt;br /&gt;
* Only your initial 7 dwarfs may do any work&lt;br /&gt;
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system?&lt;br /&gt;
* Every inmate is locked up in solitary confinement within his/her own &amp;lt;strike&amp;gt;bedroom&amp;lt;/strike&amp;gt; cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.&lt;br /&gt;
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.&lt;br /&gt;
* Should an inmate [[tantrum|start to rebel]] the &amp;lt;strike&amp;gt;[[sheriff]]&amp;lt;/strike&amp;gt; chief warden should restore discipline with an iron hand.&lt;br /&gt;
* It won't take long until a few inmates start to [[strange_mood|go insane]] from sensory deprivation. Too bad for them.&lt;br /&gt;
&lt;br /&gt;
=== Cavernous Dwarves ===&lt;br /&gt;
A version of ‘Deep Dwarves’ and ‘Cave Men’, this challenge takes advantage of the large, underground caverns you find when you dig deep enough.&lt;br /&gt;
&lt;br /&gt;
*Dig out a few rooms near the surface to hold all your starting goods and move them all underground as quickly as possible. (Don’t forget to disassemble your wagon.)&lt;br /&gt;
*Designate a meeting area underground so that none of your dwarves will be on the surface and then remove the stairs/ramps leading up.&lt;br /&gt;
*Start digging.  Dig until you find the underground caverns (around lvl 10 - 15 depending on your map).&lt;br /&gt;
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.&lt;br /&gt;
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.&lt;br /&gt;
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there creatures lurking around every corner.&lt;br /&gt;
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.&lt;br /&gt;
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.&lt;br /&gt;
&lt;br /&gt;
=== Roman Empire ===&lt;br /&gt;
This challenge tries to emulate Europe during the Roman Era.&lt;br /&gt;
&lt;br /&gt;
*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life.&lt;br /&gt;
*Steel, Aluminum, and Pig Iron are banned.&lt;br /&gt;
*All full-time military dwarves must have a matching set of iron platemail ([http://en.wikipedia.org/wiki/Lorica_segmentata lorica segmentata]) and iron short swords.&lt;br /&gt;
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow.&lt;br /&gt;
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.&lt;br /&gt;
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.&lt;br /&gt;
*BONUS '''Aztec Empire''': All military may only use leather armor and obsidian short swords.&lt;br /&gt;
**MEGA BONUS '''Pre-Historical''': All metal production is banned.&lt;br /&gt;
&lt;br /&gt;
==Arbitrary Law==&lt;br /&gt;
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===ASPCA===&lt;br /&gt;
* {{L|Animals}} are forbidden from the fortress&lt;br /&gt;
* Animals following immigrants cannot enter the fortress&lt;br /&gt;
* Lethal traps forbidden, caged non-sentients must be immediately released&lt;br /&gt;
* Butchery is forbidden, but leatherworking is allowed&lt;br /&gt;
&lt;br /&gt;
Rather than forbidding immigrant pets from entering, you can choose to deal with the owner of that pet instead for a more sadistic challenge.&lt;br /&gt;
&lt;br /&gt;
===Commune===&lt;br /&gt;
* After embarking, enable all labors on all dwarves (including immigrants)&lt;br /&gt;
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)&lt;br /&gt;
* Coins are forbidden&lt;br /&gt;
* Be aware that nobles are to be considered part of the &amp;quot;bourgeoisie&amp;quot; and {{L|Unfortunate accident|dealt with}} immeadiatly&lt;br /&gt;
&lt;br /&gt;
===Couples only===&lt;br /&gt;
* As soon as a married couple exists in your fortress:&lt;br /&gt;
** Kill all single dwarves (or put them in a meeting area for a year to find a lover. Kill the rest)&lt;br /&gt;
** Kill all incoming single dwarves&lt;br /&gt;
** Try to save children, until they are adult and single&lt;br /&gt;
&lt;br /&gt;
===Dieting Dwarves===&lt;br /&gt;
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)&lt;br /&gt;
* Optionally, forbid alcohol consumption to limit carbohydrate intake&lt;br /&gt;
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death&lt;br /&gt;
&lt;br /&gt;
===Dwarf Liberation Movement===&lt;br /&gt;
* Nobles are worthless scum, we give them nothing!&lt;br /&gt;
* As soon as possible, cage your expedition leader.&lt;br /&gt;
* Never appoint any dwarf into becoming a noble.&lt;br /&gt;
* Cage any dwarf that appears on the nobles and administrators screen.&lt;br /&gt;
* When your population elects a new mayor, release your old one and cage the new one.&lt;br /&gt;
** Bonus : Cage the king and all of his escorts!&lt;br /&gt;
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them.&lt;br /&gt;
&lt;br /&gt;
===Fight for your name===&lt;br /&gt;
* Before embarking, randomly generate a fortress name and be sure to know its English translation&lt;br /&gt;
* Do the same with your group name&lt;br /&gt;
* Creatively designate a serious goal for your fortress, based on these names&lt;br /&gt;
* Fanatically reach your goal&lt;br /&gt;
&lt;br /&gt;
===Fort Geneva===&lt;br /&gt;
* Lethal traps are forbidden&lt;br /&gt;
* Caged sentient creatures are to be considered prisoners of war and treated humanely&lt;br /&gt;
&lt;br /&gt;
Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured. For more inspiration, go to: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
===Government in Exile===&lt;br /&gt;
* Only Military and Social skills can be purchased and enabled in your entire fortress&lt;br /&gt;
&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
===Hardcore Altruism===&lt;br /&gt;
* Do not allow the death of any Dwarf&lt;br /&gt;
&lt;br /&gt;
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.&lt;br /&gt;
&lt;br /&gt;
===Industrial Plant===&lt;br /&gt;
* Choose one industry that produces commercial goods&lt;br /&gt;
* No other industries permitted, only imported&lt;br /&gt;
&lt;br /&gt;
===Johannesfort===&lt;br /&gt;
* Find a starting location with a lot of gabbro, containing Kimberlite&lt;br /&gt;
* Mine and cut all the diamonds on the map&lt;br /&gt;
* Only gems can be traded.&lt;br /&gt;
&lt;br /&gt;
===Sexist Segregation===&lt;br /&gt;
* Establish two functioning and stable fortress&lt;br /&gt;
* One must be entirely male, the other entirely female&lt;br /&gt;
* Married couples are to be processed&lt;br /&gt;
&lt;br /&gt;
===THIS! IS! SPARTAAAA!===&lt;br /&gt;
* Change your population cap to 300.&lt;br /&gt;
* At least half of your fortress population must be active in the military.&lt;br /&gt;
* Crossbows and traps are forbidden.&lt;br /&gt;
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.&lt;br /&gt;
** BONUS: All weapons and armour must be made from bronze.&lt;br /&gt;
* Civilian dwarves have all labors enabled.&lt;br /&gt;
** If ever activated, cannot use quality weapons or armor.&lt;br /&gt;
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)&lt;br /&gt;
* Devise methods of dropping Liaisons down pits during meetings. Yell, &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor.&lt;br /&gt;
* Demand goods be turned over from all caravans.&lt;br /&gt;
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].&lt;br /&gt;
&lt;br /&gt;
===Mesoamerican Dwarfs===&lt;br /&gt;
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)&lt;br /&gt;
** BONUS: Flood the farms annually.&lt;br /&gt;
* All buildings must be above ground.&lt;br /&gt;
* Capture as many of your enemies as possible.&lt;br /&gt;
* Build a massive step pyramid at the center of your fortress. Appoint one dwarf high priest and have him kill the prisoners at the top.&lt;br /&gt;
** BONUS: Build it upside-down.&lt;br /&gt;
*** MEGABONUS: Build the entire city on top of the upside-down pyramid, with another pyramid-temple in the middle.&lt;br /&gt;
* Surround your fortress with an artificial lake.&lt;br /&gt;
** BONUS: Build it in the middle of a natural lake.&lt;br /&gt;
* Use only copper or bronze metal (except for iron anvils).&lt;br /&gt;
* Soldiers can only use obsidian short swords. Axes are only for wood cutting.&lt;br /&gt;
* No armor except leather and only let champions use it. All others must fight unarmored.&lt;br /&gt;
** BONUS: Divide your soldiers into &amp;quot;Jaguar[http://en.wikipedia.org/wiki/Jaguar_warrior]&amp;quot; and &amp;quot;Eagle[http://en.wikipedia.org/wiki/Eagle_warrior]&amp;quot; warrior societies and outfit them with leather armor made from their respective animals. &lt;br /&gt;
* Demand that all non-dwarf caravans surrender their goods as tribute.&lt;br /&gt;
* Build a giant, multistory building for holding skulls.&lt;br /&gt;
&lt;br /&gt;
==Megaprojects==&lt;br /&gt;
Try building some &amp;lt;s&amp;gt;ridiculously&amp;lt;/s&amp;gt; humongous, &amp;lt;s&amp;gt;over&amp;lt;/s&amp;gt;complicated construction, using whatever &amp;lt;s&amp;gt;in&amp;lt;/s&amp;gt;appropriate building method your fevered imagination can come up with!  Need some ideas?  Take a look at the {{l|Megaprojects|Megaprojects page}}!&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=118197</id>
		<title>v0.31:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Challenges&amp;diff=118197"/>
		<updated>2010-06-12T02:58:06Z</updated>

		<summary type="html">&lt;p&gt;Manslay: /* Utter Dwarfiness */  - Minimalist challenge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
==Pre-Embark Build Ideas==&lt;br /&gt;
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of {{L|fun}}), leaving you to other challenges.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social {{L|skill}}s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Minimalist/Survivalist build===&lt;br /&gt;
&lt;br /&gt;
* 1 anvil&lt;br /&gt;
* 2 copper ore&lt;br /&gt;
&lt;br /&gt;
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the {{L|DIY#Minimalist_challenge_build|Do it Yourself}} article for a step-by-step &amp;quot;how to&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
===Peasantry===&lt;br /&gt;
* Spend 0 Points on embark&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
* Military skills&lt;br /&gt;
* Weapons, ammunition, armor, war dogs&lt;br /&gt;
* Picks are not weapons&lt;br /&gt;
&lt;br /&gt;
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.&lt;br /&gt;
&lt;br /&gt;
===Elves - The Ultimate Hippy Challenge===&lt;br /&gt;
Peace, man.&lt;br /&gt;
* Don't gather plants except those you plant yourself. &lt;br /&gt;
* Don't gather wood nor trade for it with humans or dwarves. &lt;br /&gt;
* Trade for plants and wood only with the elves; they understand your environmental code. &lt;br /&gt;
* Don't burn any {{L|fuel|coal}}. Do you know what that does to the environment, man?&lt;br /&gt;
**Magma-smelting is an option, but steel can't be had.&lt;br /&gt;
* Don't cause any creature's death, except in self-defense.&lt;br /&gt;
**No military, induced submerging, or lethal implementation of corkscrews.&lt;br /&gt;
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.&lt;br /&gt;
* {{L|Elf|Hippies}} prefer sunlight and wooded areas, with minimal use of rock (digging and building).&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
===Humans - Living Large and Standing Tall===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling {{L|Human|human}}.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.&lt;br /&gt;
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.&lt;br /&gt;
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.&lt;br /&gt;
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.&lt;br /&gt;
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.&lt;br /&gt;
* BONUS: Easy Play: Embark on top of a Human Town.&lt;br /&gt;
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as {{L|mega constructions|one huge arcology}}.&lt;br /&gt;
* MEGADWARFBONUS: Build your City in a giant, artificial cave.&lt;br /&gt;
&lt;br /&gt;
===Luddite===&lt;br /&gt;
Shun technology and contraptions. Who can really trust them, with those {{L|Gremlin|gremlins}} around. This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.&lt;br /&gt;
* No mechanics or {{L|mechanism}}s&lt;br /&gt;
* No {{L|machine}}s&lt;br /&gt;
&lt;br /&gt;
===Earthworms===&lt;br /&gt;
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..&lt;br /&gt;
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end. &lt;br /&gt;
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.&lt;br /&gt;
* To make it easier, you can come up to the surface now and then.&lt;br /&gt;
* Try to keep the tunnel as short as possible.&lt;br /&gt;
* Like this: ||||||||==========&amp;gt; (| is walled off end section, = is tunnel and &amp;gt; is the miners.&lt;br /&gt;
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!&lt;br /&gt;
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!&lt;br /&gt;
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!&lt;br /&gt;
&lt;br /&gt;
==Utter Dwarfiness==&lt;br /&gt;
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?&lt;br /&gt;
&lt;br /&gt;
===Bandit Camp===&lt;br /&gt;
* Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}})&lt;br /&gt;
* Embark site featuring places to hide&lt;br /&gt;
&lt;br /&gt;
Attack and loot every enemy sentient creature you can find, such as goblins &amp;amp; kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.&lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
* All dwarves embark as peasants&lt;br /&gt;
* 7 or multiple of 7 of everything you bring (especially picks and axes)&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
Burrows are very useful for this.&lt;br /&gt;
&lt;br /&gt;
===Dwarftopia===&lt;br /&gt;
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.&lt;br /&gt;
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.&lt;br /&gt;
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.&lt;br /&gt;
*Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).&lt;br /&gt;
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.&lt;br /&gt;
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).&lt;br /&gt;
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers.  Watch what happens and laugh as the laborers die out and high society breaks down.&lt;br /&gt;
&lt;br /&gt;
===Equaland===&lt;br /&gt;
* No embark requirements&lt;br /&gt;
* Construct a successful fortress&lt;br /&gt;
* All dwarves are given equal attention regarding quarters, dining, armament and burial&lt;br /&gt;
* One dwarf elected to be &amp;quot;The Leader&amp;quot; commands a lever system capable of killing a single dwarf of your choice in their room, however you wish&lt;br /&gt;
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment&lt;br /&gt;
&lt;br /&gt;
===Hermit===&lt;br /&gt;
* Spend points ONLY on ONE {{L|Pick}}&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|immigrants}} as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
To moderate difficulty, feel free to allow these exceptions:&lt;br /&gt;
* Keep one male and one female dwarf as the Dwarven Adam and Eve. &lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
===Hunting Party===&lt;br /&gt;
* One Marksman+Ambusher&lt;br /&gt;
* One Cook+Farmer&lt;br /&gt;
* One Brewer+Farmer&lt;br /&gt;
* Four exclusively social dwarves&lt;br /&gt;
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)&lt;br /&gt;
&lt;br /&gt;
===Immigration and customs enforcement===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
* Embark into a canyon or on a road&lt;br /&gt;
* Don't embark with an anvil&lt;br /&gt;
&lt;br /&gt;
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Let Loose the Dogs of War&amp;quot;===&lt;br /&gt;
* No military Dwarves are permitted, including Fortress Guard.&lt;br /&gt;
* No weapons or armor may be forged, and any obtained from looting must be melted down.&lt;br /&gt;
* War dogs must be your only form of attack and defense.&lt;br /&gt;
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.&lt;br /&gt;
&lt;br /&gt;
===28 Days Later===&lt;br /&gt;
&lt;br /&gt;
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.&lt;br /&gt;
*Bonus: If you have &amp;quot;reason&amp;quot; to believe the migrants are infected, sacrifice them to the Blood God. Remember, he loves Magma!&lt;br /&gt;
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die.&lt;br /&gt;
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. &lt;br /&gt;
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.&lt;br /&gt;
**Elf skin clothing anyone?  &lt;br /&gt;
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.&lt;br /&gt;
&lt;br /&gt;
===Master Of One===&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* All starting dwarves must have only one skill&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
'''Variant:'''&lt;br /&gt;
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Monarch with a grudge===&lt;br /&gt;
* Forbid any and all use of stone and metal&lt;br /&gt;
* No exposed tile may be labeled &amp;quot;Underground&amp;quot;&lt;br /&gt;
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}})&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, no ponderous stone doors or shining silver arcades, not while I live!&amp;quot;&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Embark with no construction materials, into an area devoid of trees.&lt;br /&gt;
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.&lt;br /&gt;
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice &amp;quot;Economical&amp;quot;.&lt;br /&gt;
* Bonus points: Stone is forbidden along with digging&lt;br /&gt;
&lt;br /&gt;
===Noblesse requiro===&lt;br /&gt;
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)&lt;br /&gt;
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.&lt;br /&gt;
* All Nobles must be treated to the highest quality living conditions&lt;br /&gt;
* All others must be treated to the bare minimum needed to physically keep them alive&lt;br /&gt;
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice&lt;br /&gt;
&lt;br /&gt;
===Santa Urist===&lt;br /&gt;
* Embark in a glacier biome&lt;br /&gt;
* Take at least 3 craftsdwarves to serve as Santa's Elves. &lt;br /&gt;
* Export as many toys as possible. These are your only permitted trade good.&lt;br /&gt;
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]]&lt;br /&gt;
&lt;br /&gt;
===Sitting on trees===&lt;br /&gt;
* Construct a wooden &amp;quot;tree&amp;quot; or several, spanning many (a dozen or so) z-levels&lt;br /&gt;
* Establish a successful fortress not inside, but around, these constructed trees&lt;br /&gt;
&lt;br /&gt;
===The Mad Butcher===&lt;br /&gt;
* One dedicated Butcher+Tanner&lt;br /&gt;
* Minimal supplies and skills, so you can bring...&lt;br /&gt;
* As many puppies and kittens you can afford&lt;br /&gt;
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden&lt;br /&gt;
&lt;br /&gt;
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.&lt;br /&gt;
&lt;br /&gt;
===The World is Flat===&lt;br /&gt;
* No pre-embark requirements&lt;br /&gt;
* You'll probably want a region with lots of hills/mountains. &lt;br /&gt;
* You may only work/build/live on the original Z level where your wagon was&lt;br /&gt;
* No moats allowed, as this requires a channel, which goes below your z-level&lt;br /&gt;
&lt;br /&gt;
===Hunter and Gatherer===&lt;br /&gt;
Pre-Embark (World-Gen)&lt;br /&gt;
* Try creating a world in year 1 (optional)&lt;br /&gt;
Post-Embark&lt;br /&gt;
* Everything allowed except Farming and Cattle Breeding.&lt;br /&gt;
Bonus&lt;br /&gt;
* Bonus: Embark in a desert, so only hunting and (aquifier) fishing.&lt;br /&gt;
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?&lt;br /&gt;
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.&lt;br /&gt;
*** Extended version: Fill the pyramid with magma!&lt;br /&gt;
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).&lt;br /&gt;
* Bonus: No Mechanics and only limited (i.e. only copper) or no metalworking.&lt;br /&gt;
&lt;br /&gt;
===Cave Men===&lt;br /&gt;
Pre-Embark&lt;br /&gt;
An Overworld acessable cave&lt;br /&gt;
&lt;br /&gt;
Post-embark&lt;br /&gt;
Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems.&lt;br /&gt;
You cant use items from ground zero, all wood must be harvested in the caves, along with food.&lt;br /&gt;
&lt;br /&gt;
*Bonus* no trading, who wants to enter that creepy cave anyways?&lt;br /&gt;
*MEGA BONUS* No dogs and no warrior dwarves.&lt;br /&gt;
&lt;br /&gt;
===Fort wars!===&lt;br /&gt;
&lt;br /&gt;
*The initial 7 create 2 forts on opposite sides of a map.&lt;br /&gt;
&lt;br /&gt;
*After the initial 7, 1/2 of all immigrants get assigned to a burrow that encompasses one of the forts. New children get assigned to their parents fort. Each fort is self sustaining and produces their own goods. Then it turns into a competition to see which fort can produce the most wealth. &lt;br /&gt;
* Nobles are given free reign and will be quartered in the winning fort.&lt;br /&gt;
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.&lt;br /&gt;
&lt;br /&gt;
===Deep dwarfs===&lt;br /&gt;
Following the embark, lock yourself up under the ground.&lt;br /&gt;
Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more&lt;br /&gt;
deep.&lt;br /&gt;
*MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels.&lt;br /&gt;
&lt;br /&gt;
===Earth Mover===&lt;br /&gt;
*Do what you need to get a huge guild of miners&lt;br /&gt;
*Dig every square in the map.&lt;br /&gt;
**Hint: you might want to turn cave-in on&lt;br /&gt;
**Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there?&lt;br /&gt;
&lt;br /&gt;
===Minimalist===&lt;br /&gt;
The opposite of Earth Mover&lt;br /&gt;
*Only dig a stones you need&lt;br /&gt;
*There should be no unused stones on the map&lt;br /&gt;
*BONUS: No spare items or furniture also&lt;br /&gt;
*MEGA-BONUS: No wars, as war leaves corpses and other useless crap&lt;br /&gt;
&lt;br /&gt;
===Oh, The Humanity!===&lt;br /&gt;
*Live like humans do.&lt;br /&gt;
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other &amp;quot;addon&amp;quot; buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.&lt;br /&gt;
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.&lt;br /&gt;
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.&lt;br /&gt;
*Most of your mining for ore and minerals should be done quarry-style, as humans are not well-suited to long-term underground life. A quarry should be a big, wide-open pit, shaped like an inverted pyramid, with a ramp leading out, so you don't feel boxed in and claustrophobic. Don't worry about the ecological impact of your surface strip mining.&lt;br /&gt;
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!&lt;br /&gt;
*All farming must be done with surface plants. No underground plants.&lt;br /&gt;
*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.&lt;br /&gt;
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.&lt;br /&gt;
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.&lt;br /&gt;
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.&lt;br /&gt;
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. &lt;br /&gt;
**Chop down enough trees to piss off the elves every once in a while. &lt;br /&gt;
**Fill the map with paved roads. Pavement rules!&lt;br /&gt;
&lt;br /&gt;
*MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several &amp;quot;restaurants&amp;quot; specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it.&lt;br /&gt;
**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security!&lt;br /&gt;
&lt;br /&gt;
=== Dwarfen Prison ===&lt;br /&gt;
Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarfs to build and manage a prison to hold the worst of the worst criminals of dwarfenkind.&lt;br /&gt;
&lt;br /&gt;
* Only your initial 7 dwarfs may do any work&lt;br /&gt;
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system?&lt;br /&gt;
* Every inmate is locked up in solitary confinement within his/her own &amp;lt;strike&amp;gt;bedroom&amp;lt;/strike&amp;gt; cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.&lt;br /&gt;
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.&lt;br /&gt;
* Should an inmate [[tantrum|start to rebel]] the &amp;lt;strike&amp;gt;[[sheriff]]&amp;lt;/strike&amp;gt; chief warden should restore discipline with an iron hand.&lt;br /&gt;
* It won't take long until a few inmates start to [[strange_mood|go insane]] from sensory deprivation. Too bad for them.&lt;br /&gt;
&lt;br /&gt;
=== Cavernous Dwarves ===&lt;br /&gt;
A version of ‘Deep Dwarves’ and ‘Cave Men’, this challenge takes advantage of the large, underground caverns you find when you dig deep enough.&lt;br /&gt;
&lt;br /&gt;
*Dig out a few rooms near the surface to hold all your starting goods and move them all underground as quickly as possible. (Don’t forget to disassemble your wagon.)&lt;br /&gt;
*Designate a meeting area underground so that none of your dwarves will be on the surface and then remove the stairs/ramps leading up.&lt;br /&gt;
*Start digging.  Dig until you find the underground caverns (around lvl 10 - 15 depending on your map).&lt;br /&gt;
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.&lt;br /&gt;
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.&lt;br /&gt;
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there creatures lurking around every corner.&lt;br /&gt;
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.&lt;br /&gt;
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.&lt;br /&gt;
&lt;br /&gt;
=== Roman Empire ===&lt;br /&gt;
This challenge tries to emulate Europe during the Roman Era.&lt;br /&gt;
&lt;br /&gt;
*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life.&lt;br /&gt;
*Steel, Aluminum, and Pig Iron are banned.&lt;br /&gt;
*All full-time military dwarves must have a matching set of iron platemail ([http://en.wikipedia.org/wiki/Lorica_segmentata lorica segmentata]) and iron short swords.&lt;br /&gt;
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow.&lt;br /&gt;
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.&lt;br /&gt;
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.&lt;br /&gt;
*BONUS '''Aztec Empire''': All military may only use leather armor and obsidian short swords.&lt;br /&gt;
**MEGA BONUS '''Pre-Historical''': All metal production is banned.&lt;br /&gt;
&lt;br /&gt;
==Arbitrary Law==&lt;br /&gt;
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===ASPCA===&lt;br /&gt;
* {{L|Animals}} are forbidden from the fortress&lt;br /&gt;
* Animals following immigrants cannot enter the fortress&lt;br /&gt;
* Lethal traps forbidden, caged non-sentients must be immediately released&lt;br /&gt;
* Butchery is forbidden, but leatherworking is allowed&lt;br /&gt;
&lt;br /&gt;
Rather than forbidding immigrant pets from entering, you can choose to deal with the owner of that pet instead for a more sadistic challenge.&lt;br /&gt;
&lt;br /&gt;
===Commune===&lt;br /&gt;
* After embarking, enable all labors on all dwarves (including immigrants)&lt;br /&gt;
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)&lt;br /&gt;
* Coins are forbidden&lt;br /&gt;
* Be aware that nobles are to be considered part of the &amp;quot;bourgeoisie&amp;quot; and {{L|Unfortunate accident|dealt with}} immeadiatly&lt;br /&gt;
&lt;br /&gt;
===Couples only===&lt;br /&gt;
* As soon as a married couple exists in your fortress:&lt;br /&gt;
** Kill all single dwarves (or put them in a meeting area for a year to find a lover. Kill the rest)&lt;br /&gt;
** Kill all incoming single dwarves&lt;br /&gt;
** Try to save children, until they are adult and single&lt;br /&gt;
&lt;br /&gt;
===Dieting Dwarves===&lt;br /&gt;
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)&lt;br /&gt;
* Optionally, forbid alcohol consumption to limit carbohydrate intake&lt;br /&gt;
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death&lt;br /&gt;
&lt;br /&gt;
===Dwarf Liberation Movement===&lt;br /&gt;
* Nobles are worthless scum, we give them nothing!&lt;br /&gt;
* As soon as possible, cage your expedition leader.&lt;br /&gt;
* Never appoint any dwarf into becoming a noble.&lt;br /&gt;
* Cage any dwarf that appears on the nobles and administrators screen.&lt;br /&gt;
* When your population elects a new mayor, release your old one and cage the new one.&lt;br /&gt;
** Bonus : Cage the king and all of his escorts!&lt;br /&gt;
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them.&lt;br /&gt;
&lt;br /&gt;
===Fight for your name===&lt;br /&gt;
* Before embarking, randomly generate a fortress name and be sure to know its English translation&lt;br /&gt;
* Do the same with your group name&lt;br /&gt;
* Creatively designate a serious goal for your fortress, based on these names&lt;br /&gt;
* Fanatically reach your goal&lt;br /&gt;
&lt;br /&gt;
===Fort Geneva===&lt;br /&gt;
* Lethal traps are forbidden&lt;br /&gt;
* Caged sentient creatures are to be considered prisoners of war and treated humanely&lt;br /&gt;
&lt;br /&gt;
Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured. For more inspiration, go to: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
===Government in Exile===&lt;br /&gt;
* Only Military and Social skills can be purchased and enabled in your entire fortress&lt;br /&gt;
&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
===Hardcore Altruism===&lt;br /&gt;
* Do not allow the death of any Dwarf&lt;br /&gt;
&lt;br /&gt;
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.&lt;br /&gt;
&lt;br /&gt;
===Industrial Plant===&lt;br /&gt;
* Choose one industry that produces commercial goods&lt;br /&gt;
* No other industries permitted, only imported&lt;br /&gt;
&lt;br /&gt;
===Johannesfort===&lt;br /&gt;
* Find a starting location with a lot of gabbro, containing Kimberlite&lt;br /&gt;
* Mine and cut all the diamonds on the map&lt;br /&gt;
* Only gems can be traded.&lt;br /&gt;
&lt;br /&gt;
===Sexist Segregation===&lt;br /&gt;
* Establish two functioning and stable fortress&lt;br /&gt;
* One must be entirely male, the other entirely female&lt;br /&gt;
* Married couples are to be processed&lt;br /&gt;
&lt;br /&gt;
===THIS! IS! SPARTAAAA!===&lt;br /&gt;
* Change your population cap to 300.&lt;br /&gt;
* At least half of your fortress population must be active in the military.&lt;br /&gt;
* Crossbows and traps are forbidden.&lt;br /&gt;
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.&lt;br /&gt;
** BONUS: All weapons and armour must be made from bronze.&lt;br /&gt;
* Civilian dwarves have all labors enabled.&lt;br /&gt;
** If ever activated, cannot use quality weapons or armor.&lt;br /&gt;
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)&lt;br /&gt;
* Devise methods of dropping Liaisons down pits during meetings. Yell, &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor.&lt;br /&gt;
* Demand goods be turned over from all caravans.&lt;br /&gt;
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].&lt;br /&gt;
&lt;br /&gt;
===Mesoamerican Dwarfs===&lt;br /&gt;
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)&lt;br /&gt;
** BONUS: Flood the farms annually.&lt;br /&gt;
* All buildings must be above ground.&lt;br /&gt;
* Capture as many of your enemies as possible.&lt;br /&gt;
* Build a massive step pyramid at the center of your fortress. Appoint one dwarf high priest and have him kill the prisoners at the top.&lt;br /&gt;
** BONUS: Build it upside-down.&lt;br /&gt;
*** MEGABONUS: Build the entire city on top of the upside-down pyramid, with another pyramid-temple in the middle.&lt;br /&gt;
* Surround your fortress with an artificial lake.&lt;br /&gt;
** BONUS: Build it in the middle of a natural lake.&lt;br /&gt;
* Use only copper or bronze metal (except for iron anvils).&lt;br /&gt;
* Soldiers can only use obsidian short swords. Axes are only for wood cutting.&lt;br /&gt;
* No armor except leather and only let champions use it. All others must fight unarmored.&lt;br /&gt;
** BONUS: Divide your soldiers into &amp;quot;Jaguar[http://en.wikipedia.org/wiki/Jaguar_warrior]&amp;quot; and &amp;quot;Eagle[http://en.wikipedia.org/wiki/Eagle_warrior]&amp;quot; warrior societies and outfit them with leather armor made from their respective animals. &lt;br /&gt;
* Demand that all non-dwarf caravans surrender their goods as tribute.&lt;br /&gt;
* Build a giant, multistory building for holding skulls.&lt;br /&gt;
&lt;br /&gt;
==Megaprojects==&lt;br /&gt;
Try building some &amp;lt;s&amp;gt;ridiculously&amp;lt;/s&amp;gt; humongous, &amp;lt;s&amp;gt;over&amp;lt;/s&amp;gt;complicated construction, using whatever &amp;lt;s&amp;gt;in&amp;lt;/s&amp;gt;appropriate building method your fevered imagination can come up with!  Need some ideas?  Take a look at the {{l|Megaprojects|Megaprojects page}}!&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&amp;diff=117339</id>
		<title>v0.31:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reclaim_fortress_mode&amp;diff=117339"/>
		<updated>2010-06-08T04:53:21Z</updated>

		<summary type="html">&lt;p&gt;Manslay: wrap preformatted text?&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
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=Reclaiming=&lt;br /&gt;
&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is extinguished for one reason or another. Sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of Reclaim Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim a fortress==&lt;br /&gt;
In order to reclaim a fortress, you must first have lost a fortress site somehow, whether by starvation or violence. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations. From there, reclaiming a fortress is little different than a normal embark. The prepare for journey screen is identical to a normal embark, with the same number of points for item selection. &lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
On arrival at your old fortress location, the player's initial impression will be one of untidiness. {{L|forbid|Forbidden}} items will be strewn everywhere. Dwarves that died during the fall of the last fortress will be scattered across the map along with the rotten carcasses of whatever livestock was left behind. Food items in barrels rot away for the reclaim.  Prepared meals will be scattered everywhere but are still dwarf-edible. &lt;br /&gt;
&lt;br /&gt;
Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwords. Enemy invasion forces like goblin ambush parties will be peaceful for some reason. If your fortress fell to a tantrum spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
&lt;br /&gt;
Constructed buildings will have remained standing, including small buildings like {{L|cage}}s and {{L|bed}}s. Buildings, like items, must be reclaimed before they can be used. &lt;br /&gt;
&lt;br /&gt;
Stockpiles will no longer exist, and anything held within them will have been scattered along with everything else. &lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a {{L|smelter}}, you will need to reclaim all of the items that make up that {{L|workshop}}. You can do this two ways. First, you can hit  {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit  {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
* The mud normally found in cave systems is gone on reclaim. &lt;br /&gt;
  This may interfere with your farming and/or wood cutting plans &lt;br /&gt;
  (depending if you rely on the underground forests for wood).&lt;br /&gt;
* When reclaiming a lost fortress, soldiers will not use ANY armor &lt;br /&gt;
  or weapons assigned to them, insisting on training and fighting &lt;br /&gt;
  unarmored and barehanded. This behavior seems related to the &lt;br /&gt;
  arsenal dwarf position - when the fortress population becomes high &lt;br /&gt;
  enough and a dwarf is assigned to the position, soldiers will finally &lt;br /&gt;
  use the equipment they have been assigned. It seems that, when &lt;br /&gt;
  reclaiming, the game acts as if you need to have an arsenal dwarf &lt;br /&gt;
  right from the start, despite there not being any way to assign one. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:*If for whatever reason you walled off a section of your fort (to wall a very unhappy dwarf in their bedroom, for example) the walled off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for mining. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal.&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116866</id>
		<title>v0.31:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116866"/>
		<updated>2010-06-04T02:24:44Z</updated>

		<summary type="html">&lt;p&gt;Manslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
There comes a time in every dwarf's life when he says to himself - why not? (&amp;quot;Because it's insane&amp;quot; is not considered an automatic fail condition.) Be they magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty (bonus points for magma eyes) - you can build anything!&lt;br /&gt;
&lt;br /&gt;
While building a fully automated sacrificial temple to the dwarf god with magma-falls is quite an undertaking, the techniques are mostly the same as those to build a simple wall or tower, just putting one stone on top of or next to another - so we'll start there. &lt;br /&gt;
&lt;br /&gt;
(And it's recommended you do too - start with some smaller projects, a defensive wall, and then some simple archer towers to secure your area, and build on your experience from there. It's very easy and frustrating to build a complete disaster. But fun is in the eyes of the player.) [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
Even though those projects listed above may seem hard, they are all simply a combination of walls, floors, ramps, and maybe the occasional magma pump.  We'll start you off at the basics, and leave you to have [[fun]] once you get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Constructions==&lt;br /&gt;
&lt;br /&gt;
The building blocks of every successful fortress.  While in combination they can produce insane constructions, even by themselves, they are useful.  Want to build a bridge across that river?  Maybe build a wall to keep the goblins at bay?  Even just build an up/down stairway to get from level to level?  You've used basic constructions!&lt;br /&gt;
&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|w}} keys, in that order.  Walls are simply tiles where no one can walk, but can be walked on, provided you are one layer above the wall.  You can build floors off of them and they can be used to close in buildings that are built outside, or even can be used to wall in your fortress from the outside.  The cost of one wall is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Floor===&lt;br /&gt;
&lt;br /&gt;
[[Floor]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|f}} keys in that order.  They can be walked on, but no constructions (eg. walls, ramps, etc...) can be built upon them.  However, things such as beds and doors can be put upon floors.  Building a floor above an open tile outside will designate that tile inside,  so furniture could be placed there.  The cost of one floor is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ramp===&lt;br /&gt;
&lt;br /&gt;
[[Ramp]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|r}} keys in that order.  They can be used to get from level to level of your fortress and are similar to stairwells.  If a floor is built on top of the Z level the ramp is placed on, the ramp will not be usable.   The cost of one ramp is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Up/Down Stairway===&lt;br /&gt;
&lt;br /&gt;
[[Up/down Stairway]]s are built by pressing the {{k|b}}, {{k|C}}, and {{k|x}} keys in that order.  Up/Down stairs are most useful inside of buildings/fortresses that span multiple Z levels.  They are useful for replacing ramps in situations where space is more valuable.  They can easily be stacked upon each other to become something like a grand staircase.  The cost of one Up/Down stairwell is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are made by the pressing of the {{k|b}}, {{k|C}}, and {{k|F}} keys in that order.  Your archerers are able to shoot their bolts out of fortifications, but liquids and the ranged weapons of your enemies can also pass through, making fortifications a very [[fun]] addition to your fortress.  However, used correctly, they can be rather useful and productive to your &amp;quot;sucessful&amp;quot; fortress.  Fortifications are used to protect your archerers from the melee attacks of your enemies, while the archerers shoot out their bolts unharmed.  However, another equally important feature of Fortifications is the ability to allow [[projectiles]] to pass through them, allowing you to build a catapult behind a fortification and then shooting it at a Goblin Hammerer without the loss of any dwarven life.  The cost of one Fortification is equal to the cost of one economic building material.&lt;br /&gt;
&lt;br /&gt;
==Putting Everything Together==&lt;br /&gt;
There is a small learning gap from building a wall to building a giant statue of your mayor with fire in his eyes, but it is a small one and we will try to walk you through the process of a mega construction.  So, now that you know how to build basic construction components and their uses, we're gonna learn how to build a mildly simple mega construction, namely a pyramid.&lt;br /&gt;
&lt;br /&gt;
===Pyramid===&lt;br /&gt;
How to Build a Pyramid in Dwarf Fortress: A step by step tutorial&lt;br /&gt;
&lt;br /&gt;
# Gather rocks.  Lots of them.&lt;br /&gt;
# You will need a mildly large, outdoor area and many masons to build this&lt;br /&gt;
# Once you have those, press the {{k|b}}, {{k|C}}, and {{k|w}}  keys, in order to select the wall function. &lt;br /&gt;
# Use the {{k|u}}, {{k|m}}, {{k|k}} and {{k|h}}  keys to select a 1 by 10 wall&lt;br /&gt;
# Choose the materials you wish to build this wall out of.&lt;br /&gt;
# Press enter to confirm your selection&lt;br /&gt;
# Repeat until you have the outer walls of the bottom layer of your pyramid, leaving a hole to enter.&lt;br /&gt;
# In the very center, press the {{k|b}}, {{k|C}}, and {{k|u}} to build an up staircase&lt;br /&gt;
# Confirm your selection of material to build this out of.&lt;br /&gt;
# Once that is built, on the layer above this (2nd layer) build an up/down stairway, using the keys I have told you before.&lt;br /&gt;
# Once that is complete, press the {{k|b}}, {{k|C}}, and {{k|f}} keys to build a floor on the layer above, changing your size with the {{k|u}}, {{k|m}}, {{k|k and {{k|h}} keys, making the floor of this level not quite extend to the walls of the 1st level.&lt;br /&gt;
# You will need to build around the up/down stairway in the middle&lt;br /&gt;
&lt;br /&gt;
In diagram, where W is a wall on the layer below, X is an up/down stairway, and + are where you want your wall on this level and * is where you want your floor, this is how it should look.  (Unfortunately, in the diagram, the pyramid seems to curve inwards and is not perfectly straight.  However, if you could picture the symbols in a grid pattern, you would see what I mean.)&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
WWWWWWWWWW&lt;br /&gt;
W++++++++W&lt;br /&gt;
W+******+W&lt;br /&gt;
W+******+W&lt;br /&gt;
W+******+W&lt;br /&gt;
W+***X**+W&lt;br /&gt;
W+******+W&lt;br /&gt;
W+******+W&lt;br /&gt;
W++++++++W&lt;br /&gt;
WWWWWWWWWW}}&lt;br /&gt;
&lt;br /&gt;
Notice how this level of the pyramid is slightly smaller than the ground floor. (Any questions, post on talk page.)&lt;br /&gt;
&lt;br /&gt;
# On the third layer, build the initial up/down stairway &lt;br /&gt;
# Build the floor around it.  This time, the ground area (Not including walls) will be only 6 by 6 tiles. &lt;br /&gt;
# Build the walls around that&lt;br /&gt;
&lt;br /&gt;
Using the key in the diagram above, the 3rd layer will now look like this:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
WWWWWWWW&lt;br /&gt;
W++++++W&lt;br /&gt;
W+****+W&lt;br /&gt;
W+****+W&lt;br /&gt;
W+**X*+W&lt;br /&gt;
W+****+W&lt;br /&gt;
W++++++W&lt;br /&gt;
WWWWWWWW}}&lt;br /&gt;
&lt;br /&gt;
# Once more, notice how this layer is slightly smaller than the layer above it.&lt;br /&gt;
# Next, extend that up/down stairway into the 4th level&lt;br /&gt;
# Build the walls and floors around it&lt;br /&gt;
&lt;br /&gt;
The 4th layer will now look like this:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
WWWWWW&lt;br /&gt;
W++++W&lt;br /&gt;
W+**+W&lt;br /&gt;
W+*X+W&lt;br /&gt;
W++++W&lt;br /&gt;
WWWWWW}}&lt;br /&gt;
&lt;br /&gt;
# Note how there is only a 2 by two area of walkable tiles&lt;br /&gt;
# As we are now out of room, to close the pyramid off, we first build a down stairway on top of the layer containing the up/down stairway on the 4th layer.&lt;br /&gt;
# Build floors around that on the 5th layer.&lt;br /&gt;
&lt;br /&gt;
The 5th layer will look like this, with the W representing the walls on the layer below, the U representing the downward stairway and the * representing a floor.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
WWWW&lt;br /&gt;
W**W&lt;br /&gt;
W*UW&lt;br /&gt;
WWWW}}&lt;br /&gt;
&lt;br /&gt;
# The pyramid is now complete.&lt;br /&gt;
&lt;br /&gt;
== Mega Constructions ==&lt;br /&gt;
Mega constructions, also deemed megaprojects, can incorporate almost anything, whether it be beneficial to the fortress or not.  The definition of a &amp;quot;mega construction&amp;quot; will vary by user.  Visit the page [[DF2010:Megaprojects]] for some more ideas.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
[[Challenges]] are when you decide to &amp;lt;s&amp;gt;hinder&amp;lt;/s&amp;gt; make your fortress more interesting (and [[fun]]!) by imposing restrictions on what you can do.&lt;br /&gt;
Challenges have their own page.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
[http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK] Magmawiki Link to 40d Mega Construction Page&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116865</id>
		<title>v0.31:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116865"/>
		<updated>2010-06-04T02:17:38Z</updated>

		<summary type="html">&lt;p&gt;Manslay: /* Pyramid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
There comes a time in every dwarf's life when he says to himself - why not? (&amp;quot;Because it's insane&amp;quot; is not considered an automatic fail condition.) Be they magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty (bonus points for magma eyes) - you can build anything!&lt;br /&gt;
&lt;br /&gt;
While building a fully automated sacrificial temple to the dwarf god with magma-falls is quite an undertaking, the techniques are mostly the same as those to build a simple wall or tower, just putting one stone on top of or next to another - so we'll start there. &lt;br /&gt;
&lt;br /&gt;
(And it's recommended you do too - start with some smaller projects, a defensive wall, and then some simple archer towers to secure your area, and build on your experience from there. It's very easy and frustrating to build a complete disaster. But fun is in the eyes of the player.) [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
Even though those projects listed above may seem hard, they are all simply a combination of walls, floors, ramps, and mabye the occasional magma pump.  We'll start you off at the basics, and leave you to have [[fun]] once you get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Constructions==&lt;br /&gt;
&lt;br /&gt;
The building blocks of every sucessful fortress.  While in combination they can produce insane constructions, even by themselves, they are useful.  Want to build a bridge across that river?  Maybe build a wall to keep the goblins at bay?  Even just build an up/down stairway to get from level to level?  You've used basic constructions!&lt;br /&gt;
&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|w}} keys, in that order.  Walls are simply tiles where no one can walk, but can be walked on, provided you are one layer above the wall.  You can build floors off of them and they can be used to close in buildings that are built outside, or even can be used to wall in your fortress from the outside.  The cost of one wall is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Floor===&lt;br /&gt;
&lt;br /&gt;
[[Floor]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|f}} keys in that order.  They can be walked on, but no constructions (eg. walls, ramps, etc...) can be built upon them.  However, things such as beds and doors can be put upon floors.  Building a floor above an open tile outside will designate that tile inside,  so furniture could be placed there.  The cost of one floor is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ramp===&lt;br /&gt;
&lt;br /&gt;
[[Ramp]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|r}} keys in that order.  They can be used to get from level to level of your fortress and are similar to stairwells.  If a floor is built on top of the Z level the ramp is placed on, the ramp will not be usable.   The cost of one ramp is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Up/Down Stairway===&lt;br /&gt;
&lt;br /&gt;
[[Up/down Stairway]]s are built by pressing the {{k|b}}, {{k|C}}, and {{k|x}} keys in that order.  Up/Down stairs are most usefull inside of buildings/fortresses that span multiple Z levels.  They are useful for replacing ramps in situations where space is more valuable.  They can easily be stacked upon each other to become something like a grand staircase.  The cost of one Up/Down stairwell is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are made by the pressing of the {{k|b}}, {{k|C}}, and {{k|F}} keys in that order.  Your archerers are able to shoot their bolts out of fortifications, but liquids and the ranged weapons of your enemies can also pass through, making fortifications a very [[fun]] addition to your fortress.  However, used correctly, they can be rather useful and productive to your &amp;quot;sucessful&amp;quot; fortress.  Fortifications are used to protect your archerers from the melee attacks of your enemies, while the archerers shoot out their bolts unharmed.  However, another equally important feature of Fortifications is the ability to allow [[projectiles]] to pass through them, allowing you to build a catapult behind a fortification and then shooting it at a Goblin Hammerer without the loss of any dwarven life.  The cost of one Fortification is equal to the cost of one economic building material.&lt;br /&gt;
&lt;br /&gt;
==Putting Everything Together==&lt;br /&gt;
There is a small learning gap from building a wall to building a giant statue of your mayor with fire in his eyes, but it is a small one and we will try to walk you through the process of a mega construction.  So, now that you know how to build basic construction components and thier uses, we're gonna learn how to build a mildly simple mega construction, namely a pyramid.&lt;br /&gt;
&lt;br /&gt;
===Pyramid===&lt;br /&gt;
How to Build a Pyramid in Dwarf Fortress: A step by step tutorial&lt;br /&gt;
&lt;br /&gt;
# Gather rocks.  Lots of them.&lt;br /&gt;
# You will need a mildly large, outdoor area and many masons to build this&lt;br /&gt;
# Once you have those, press the {{k|b}}, {{k|C}}, and {{k|w}}  keys, in order to select the wall function. &lt;br /&gt;
# Use the {{k|u}}, {{k|m}}, {{k|k}} and {{k|h}}  keys to select a 1 by 10 wall&lt;br /&gt;
# Choose the materials you wish to build this wall out of.&lt;br /&gt;
# Press enter to confirm your selection&lt;br /&gt;
# Repeat until you have the outer walls of the bottom layer of your pyramid, leaving a hole to enter.&lt;br /&gt;
# In the very center, press the {{k|b}}, {{k|C}}, and {{k|u}} to build an up staircase&lt;br /&gt;
# Confirm your selection of material to build this out of.&lt;br /&gt;
# Once that is built, on the layer above this (2nd layer) build an up/down stairway, using the keys I have told you before.&lt;br /&gt;
# Once that is complete, press the {{k|b}}, {{k|C}}, and {{k|f}} keys to build a floor on the layer above, changing your size with the {{k|u}}, {{k|m}}, {{k|k and {{k|h}} keys, making the floor of this level not quite extend to the walls of the 1st level.&lt;br /&gt;
# You will need to build around the up/down stairway in the middle&lt;br /&gt;
&lt;br /&gt;
In diagram, where W is a wall on the layer below, X is an up/down stairway, and + are where you want your wall on this level and * is where you want your floor, this is how it should look.  (Unfortunately, in the diagram, the pyramid seems to curve inwards and is not perfectly straight.  However, if you could picture the symbols in a grid pattern, you would see what I mean.)&lt;br /&gt;
&lt;br /&gt;
WWWWWWWWWW&lt;br /&gt;
&lt;br /&gt;
W++++++++W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W+***X**+W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W++++++++W&lt;br /&gt;
&lt;br /&gt;
WWWWWWWWWW&lt;br /&gt;
&lt;br /&gt;
Notice how this level of the pyramid is slightly smaller than the ground floor. (Any questions, post on talk page.)&lt;br /&gt;
&lt;br /&gt;
# On the third layer, build the initial up/down stairway &lt;br /&gt;
# Build the floor around it.  This time, the ground area (Not including walls) will be only 6 by 6 tiles. &lt;br /&gt;
# Build the walls around that&lt;br /&gt;
&lt;br /&gt;
Using the key in the diagram above, the 3rd layer will now look like this:&lt;br /&gt;
&lt;br /&gt;
WWWWWWWW&lt;br /&gt;
&lt;br /&gt;
W++++++W&lt;br /&gt;
&lt;br /&gt;
W+****+W&lt;br /&gt;
&lt;br /&gt;
W+****+W&lt;br /&gt;
&lt;br /&gt;
W+**X*+W&lt;br /&gt;
&lt;br /&gt;
W+****+W&lt;br /&gt;
&lt;br /&gt;
W++++++W&lt;br /&gt;
&lt;br /&gt;
WWWWWWWW&lt;br /&gt;
&lt;br /&gt;
# Once more, notice how this layer is slightly smaller than the layer above it.&lt;br /&gt;
# Next, extend that up/down stairway into the 4th level&lt;br /&gt;
# Build the walls and floors around it&lt;br /&gt;
&lt;br /&gt;
The 4th layer will now look like this:&lt;br /&gt;
&lt;br /&gt;
WWWWWW&lt;br /&gt;
&lt;br /&gt;
W++++W&lt;br /&gt;
&lt;br /&gt;
W+**+W&lt;br /&gt;
&lt;br /&gt;
W+*X+W&lt;br /&gt;
&lt;br /&gt;
W++++W&lt;br /&gt;
&lt;br /&gt;
WWWWWW&lt;br /&gt;
&lt;br /&gt;
# Note how there is only a 2 by two area of walkable tiles&lt;br /&gt;
# As we are now out of room, to close the pyramid off, we first build a down stairway on top of the layer containing the up/down stairway on the 4th layer.&lt;br /&gt;
# Build floors around that on the 5th layer.&lt;br /&gt;
&lt;br /&gt;
The 5th layer will look like this, with the W representing the walls on the layer below, the U representing the downward stairway and the * representing a floor.&lt;br /&gt;
&lt;br /&gt;
WWWW&lt;br /&gt;
&lt;br /&gt;
W**W&lt;br /&gt;
&lt;br /&gt;
W*UW&lt;br /&gt;
&lt;br /&gt;
WWWW&lt;br /&gt;
&lt;br /&gt;
# The pyramid is now complete.&lt;br /&gt;
&lt;br /&gt;
== Mega Construcions ==&lt;br /&gt;
Mega constructions, also deemed megaprojects, can incoporate almost anything, whether it be beneficial to the fortress or not.  The definiton of a &amp;quot;mega construction&amp;quot; will vary by user.  Visit the page [[DF2010:Megaprojects]] for some more ideas.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
[[Challenges]] are when you decide to &amp;lt;s&amp;gt;hinder&amp;lt;/s&amp;gt; make your fortress more interesting (and [[fun]]!) by imposing restrictions on what you can do.&lt;br /&gt;
Challenges have thier own page.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
[http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK] Magmawiki Link to 40d Mega Construction Page&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116864</id>
		<title>v0.31:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116864"/>
		<updated>2010-06-04T02:15:57Z</updated>

		<summary type="html">&lt;p&gt;Manslay: /* Fortifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
There comes a time in every dwarf's life when he says to himself - why not? (&amp;quot;Because it's insane&amp;quot; is not considered an automatic fail condition.) Be they magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty (bonus points for magma eyes) - you can build anything!&lt;br /&gt;
&lt;br /&gt;
While building a fully automated sacrificial temple to the dwarf god with magma-falls is quite an undertaking, the techniques are mostly the same as those to build a simple wall or tower, just putting one stone on top of or next to another - so we'll start there. &lt;br /&gt;
&lt;br /&gt;
(And it's recommended you do too - start with some smaller projects, a defensive wall, and then some simple archer towers to secure your area, and build on your experience from there. It's very easy and frustrating to build a complete disaster. But fun is in the eyes of the player.) [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
Even though those projects listed above may seem hard, they are all simply a combination of walls, floors, ramps, and mabye the occasional magma pump.  We'll start you off at the basics, and leave you to have [[fun]] once you get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Constructions==&lt;br /&gt;
&lt;br /&gt;
The building blocks of every sucessful fortress.  While in combination they can produce insane constructions, even by themselves, they are useful.  Want to build a bridge across that river?  Maybe build a wall to keep the goblins at bay?  Even just build an up/down stairway to get from level to level?  You've used basic constructions!&lt;br /&gt;
&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|w}} keys, in that order.  Walls are simply tiles where no one can walk, but can be walked on, provided you are one layer above the wall.  You can build floors off of them and they can be used to close in buildings that are built outside, or even can be used to wall in your fortress from the outside.  The cost of one wall is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Floor===&lt;br /&gt;
&lt;br /&gt;
[[Floor]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|f}} keys in that order.  They can be walked on, but no constructions (eg. walls, ramps, etc...) can be built upon them.  However, things such as beds and doors can be put upon floors.  Building a floor above an open tile outside will designate that tile inside,  so furniture could be placed there.  The cost of one floor is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ramp===&lt;br /&gt;
&lt;br /&gt;
[[Ramp]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|r}} keys in that order.  They can be used to get from level to level of your fortress and are similar to stairwells.  If a floor is built on top of the Z level the ramp is placed on, the ramp will not be usable.   The cost of one ramp is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Up/Down Stairway===&lt;br /&gt;
&lt;br /&gt;
[[Up/down Stairway]]s are built by pressing the {{k|b}}, {{k|C}}, and {{k|x}} keys in that order.  Up/Down stairs are most usefull inside of buildings/fortresses that span multiple Z levels.  They are useful for replacing ramps in situations where space is more valuable.  They can easily be stacked upon each other to become something like a grand staircase.  The cost of one Up/Down stairwell is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are made by the pressing of the {{k|b}}, {{k|C}}, and {{k|F}} keys in that order.  Your archerers are able to shoot their bolts out of fortifications, but liquids and the ranged weapons of your enemies can also pass through, making fortifications a very [[fun]] addition to your fortress.  However, used correctly, they can be rather useful and productive to your &amp;quot;sucessful&amp;quot; fortress.  Fortifications are used to protect your archerers from the melee attacks of your enemies, while the archerers shoot out their bolts unharmed.  However, another equally important feature of Fortifications is the ability to allow [[projectiles]] to pass through them, allowing you to build a catapult behind a fortification and then shooting it at a Goblin Hammerer without the loss of any dwarven life.  The cost of one Fortification is equal to the cost of one economic building material.&lt;br /&gt;
&lt;br /&gt;
==Putting Everything Together==&lt;br /&gt;
There is a small learning gap from building a wall to building a giant statue of your mayor with fire in his eyes, but it is a small one and we will try to walk you through the process of a mega construction.  So, now that you know how to build basic construction components and thier uses, we're gonna learn how to build a mildly simple mega construction, namely a pyramid.&lt;br /&gt;
&lt;br /&gt;
===Pyramid===&lt;br /&gt;
How to Build a Pyramid in Dwarf Fortress: A step by step tutorial&lt;br /&gt;
&lt;br /&gt;
# Gather rocks.  Lots of them.&lt;br /&gt;
# You will need a mildly large, outdoor area and many masons to build this&lt;br /&gt;
# Once you have those, press the {{k|b}}, {{k|C}}, and {{k|w}}  keys, in order to select the wall function. &lt;br /&gt;
# Use the {{k|u}}, {{k|m}}, {{k|k and {{k|h}}  keys to select a 1 by 10 wall&lt;br /&gt;
# Choose the materials you wish to build this wall out of.&lt;br /&gt;
# Press enter to confirm your selection&lt;br /&gt;
# Repeat until you have the outer walls of the bottom layer of your pyramid, leaving a hole to enter.&lt;br /&gt;
# In the very center, press the {{k|b}}, {{k|C}}, and {{k|u}} to build an up staircase&lt;br /&gt;
# Confirm your selction of material to build this out of.&lt;br /&gt;
# Once that is built, on the layer above this (2nd layer) build an up/down stairway, using the keys I have told you before.&lt;br /&gt;
# Once that is complete, press the {{k|b}}, {{k|C}}, and {{k|f}} keys to build a floor on the layer above, changing your size with the {{k|u}}, {{k|m}}, {{k|k and {{k|h}} keys, making the floor of this level not quite extend to the walls of the 1st level.&lt;br /&gt;
# You will need to build around the up/down stairway in the middle&lt;br /&gt;
&lt;br /&gt;
In diagram, where W is a wall on the layer below, X is an up/down stairway, and + are where you want your wall on this level and * is where you want your floor, this is how it should look.  (Unfournately, in the diagram, the pyramid seems to curve inwards and is not perfectly straight.  However, if you could picture the symbols in a grid pattern, you would see what I mean.)&lt;br /&gt;
&lt;br /&gt;
WWWWWWWWWW&lt;br /&gt;
&lt;br /&gt;
W++++++++W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W+***X**+W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W+******+W&lt;br /&gt;
&lt;br /&gt;
W++++++++W&lt;br /&gt;
&lt;br /&gt;
WWWWWWWWWW&lt;br /&gt;
&lt;br /&gt;
Notice how this level of the pyramid is slightly smaller than the ground floor. (Any questions, post on talk page.)&lt;br /&gt;
&lt;br /&gt;
# On the third layer, build the initial up/down stairway &lt;br /&gt;
# Build the floor around it.  This time, the ground area (Not including walls) will be only 6 by 6 tiles. &lt;br /&gt;
# Build the walls around that&lt;br /&gt;
&lt;br /&gt;
Using the key in the diagram above, the 3rd layer will now look like this:&lt;br /&gt;
&lt;br /&gt;
WWWWWWWW&lt;br /&gt;
&lt;br /&gt;
W++++++W&lt;br /&gt;
&lt;br /&gt;
W+****+W&lt;br /&gt;
&lt;br /&gt;
W+****+W&lt;br /&gt;
&lt;br /&gt;
W+**X*+W&lt;br /&gt;
&lt;br /&gt;
W+****+W&lt;br /&gt;
&lt;br /&gt;
W++++++W&lt;br /&gt;
&lt;br /&gt;
WWWWWWWW&lt;br /&gt;
&lt;br /&gt;
# Once more, notice how this layer is slightly smaller than the layer above it.&lt;br /&gt;
# Next, extend that up/down stairway into the 4th level&lt;br /&gt;
# Build the walls and floors around it&lt;br /&gt;
&lt;br /&gt;
The 4th layer will now look like this:&lt;br /&gt;
&lt;br /&gt;
WWWWWW&lt;br /&gt;
&lt;br /&gt;
W++++W&lt;br /&gt;
&lt;br /&gt;
W+**+W&lt;br /&gt;
&lt;br /&gt;
W+*X+W&lt;br /&gt;
&lt;br /&gt;
W++++W&lt;br /&gt;
&lt;br /&gt;
WWWWWW&lt;br /&gt;
&lt;br /&gt;
# Note how there is only a 2 by two area of walkable tiles&lt;br /&gt;
# As we are now out of room, to close the pyramid off, we first build a down stairway on top of the layer containing the up/down stairway on the 4th layer.&lt;br /&gt;
# Build floors around that on the 5th layer.&lt;br /&gt;
&lt;br /&gt;
The 5th layer will look like this, with the W representing the walls on the layer below, the U represnting the downward stairway and the * representing a floor.&lt;br /&gt;
&lt;br /&gt;
WWWW&lt;br /&gt;
&lt;br /&gt;
W**W&lt;br /&gt;
&lt;br /&gt;
W*UW&lt;br /&gt;
&lt;br /&gt;
WWWW&lt;br /&gt;
&lt;br /&gt;
# The pyramid is now complete.&lt;br /&gt;
&lt;br /&gt;
== Mega Construcions ==&lt;br /&gt;
Mega constructions, also deemed megaprojects, can incoporate almost anything, whether it be beneficial to the fortress or not.  The definiton of a &amp;quot;mega construction&amp;quot; will vary by user.  Visit the page [[DF2010:Megaprojects]] for some more ideas.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
[[Challenges]] are when you decide to &amp;lt;s&amp;gt;hinder&amp;lt;/s&amp;gt; make your fortress more interesting (and [[fun]]!) by imposing restrictions on what you can do.&lt;br /&gt;
Challenges have thier own page.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
[http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK] Magmawiki Link to 40d Mega Construction Page&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=115551</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=115551"/>
		<updated>2010-05-27T02:39:19Z</updated>

		<summary type="html">&lt;p&gt;Manslay: /* Dwarf Therapist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense Slate now supports v0.31.04 - [http://stonesense.googlecode.com/files/Stonesense_Slate_RC1.rar get it here]&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
For 31.04, the following works:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; .31.04&lt;br /&gt;
[4BF014FA]&lt;br /&gt;
dwarf_fortress=0x00A551C0&lt;br /&gt;
map_data=0x016BAAC4&lt;br /&gt;
map_x_count=0x016BAAE4&lt;br /&gt;
map_y_count=0x016BAAE8&lt;br /&gt;
map_z_count=0x016BAAEC&lt;br /&gt;
map_data_designation_offset=0x29C&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilizations (Giant Toad and Cave Crocodile civilizations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 5.2 is out (5/18/10). This version supports DF build 3.01.04. &lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=41916.0 DFHack] ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.3.1.4) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
== DF Map Compressor / DF Map Archive ==&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
== [[User:Soundandfury/DF_Designer|DF Designer]] ==&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
== [http://winmerge.org/ WinMerge] ==&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Goblin&amp;diff=115073</id>
		<title>23a:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Goblin&amp;diff=115073"/>
		<updated>2010-05-25T07:21:53Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Goblin|symbol=g|color=7:0:0|butcher=no|&lt;br /&gt;
bones=6|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=In their towers and dark fortresses}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A vile force of darkness has arrived!''&lt;br /&gt;
&lt;br /&gt;
'''Goblins''' view {{l|dwarf|dwarves}} as a scourge on the world and vice versa. When a {{l|fortress}} becomes large enough to attract their attention (after the acquisition of a {{l|mayor}} or a {{l|trade minister}}), nearby goblin civilizations will send {{l|siege}} after siege in an effort to stamp it out. Various goblin thieves will also try their luck at filching plunder from the dwarven treasure rooms, and goblin childsnatchers will gladly take stray dwarven children home to fatten them up. But the biggest threat to your fortress (after {{l|demon}}s and poor planning) is a goblin siege.&lt;br /&gt;
&lt;br /&gt;
A classic goblin tactic is to rush the front gate. This is often suicidal but can startle the fortress ruler into triggering untested defensive systems, pulling levers in a panic and flooding his/her entire fortress with {{l|magma}}, thus ending the dwarf problem.&lt;br /&gt;
&lt;br /&gt;
==Why we love goblins==&lt;br /&gt;
Siege aftermath. 30 dead, drowned, or trapped goblins will get you:&lt;br /&gt;
*Heaps of {{l|experience}} for your surviving {{l|military}}&lt;br /&gt;
*30 sets of narrow {{l|clothing}} to sell to the {{l|human}} caravans&lt;br /&gt;
*30 sets of {{l|copper}}/{{l|bronze}}/{{l|iron}} {{l|weapon}}s, most of them wieldable by dwarves, and {{l|ammo}}&lt;br /&gt;
*30 sets of narrow copper/bronze/iron {{l|armor}}, {{l|melt}}able at the {{l|smelter}} (with {{l|bookkeeper}})&lt;br /&gt;
*30 stacks of goblin bone bolts for training your {{l|marksdwarf|marksdwarves}} (with {{l|Craftdwarf's workshop}})&lt;br /&gt;
&lt;br /&gt;
This has led some to describe such sieges as [[goblin christmas]].&lt;br /&gt;
&lt;br /&gt;
==Goblins in Adventure Mode==&lt;br /&gt;
Many a goblin child has been hushed quiet by the tales of the dwarven stranglers that creep into the rooms of bad little goblin boys and girls.&lt;br /&gt;
&lt;br /&gt;
You cannot play as a goblin in adventure mode (unless you mod it in). Goblins live in &amp;quot;dark fortresses&amp;quot; and will attack you on sight. They give a lot of combat experience if you can kill all of them. If you're not experienced though, just one goblin soldier is enough to kill you.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Opal&amp;diff=115048</id>
		<title>v0.31:Opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Opal&amp;diff=115048"/>
		<updated>2010-05-25T03:59:36Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cliff&amp;diff=115047</id>
		<title>v0.31:Cliff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cliff&amp;diff=115047"/>
		<updated>2010-05-25T03:59:24Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Totem&amp;diff=115046</id>
		<title>v0.31:Totem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Totem&amp;diff=115046"/>
		<updated>2010-05-25T03:59:14Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stair&amp;diff=115045</id>
		<title>v0.31:Stair</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stair&amp;diff=115045"/>
		<updated>2010-05-25T03:59:02Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quiver&amp;diff=115044</id>
		<title>v0.31:Quiver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quiver&amp;diff=115044"/>
		<updated>2010-05-25T03:58:45Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pool&amp;diff=115042</id>
		<title>v0.31:Pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pool&amp;diff=115042"/>
		<updated>2010-05-25T03:37:37Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dam&amp;diff=115041</id>
		<title>v0.31:Dam</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dam&amp;diff=115041"/>
		<updated>2010-05-25T03:35:22Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:dam.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
A dam can be built across a [[river]] or [[brook]].  This has several uses: &lt;br /&gt;
&lt;br /&gt;
*Stop a river from flowing altogether&lt;br /&gt;
*Modify a river's path&lt;br /&gt;
*Create a pretty lake or functional reservoir&lt;br /&gt;
*Create water-based traps&lt;br /&gt;
&lt;br /&gt;
A river will not &amp;quot;overflow&amp;quot; its banks above its starting level because of a dam.  (Note - if a waterfall is upstream, the ''upper level'' is the &amp;quot;starting level&amp;quot;!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dam Building==&lt;br /&gt;
&lt;br /&gt;
Finding the direction the water flows is probably a necessary step to take. This is actually fairly simple - at one end, the river falls off the map, and so is of a low water height. Check the outmost tiles of both ends of the river.&lt;br /&gt;
&lt;br /&gt;
===Ice Method===&lt;br /&gt;
The easiest and quickest method of Dam manufacture is only possible if your map freezes during winter. Simply dig out a thin section of {{L|channel}}s across the river and build a wall out of floodgates, blocking the path of the water. &lt;br /&gt;
&lt;br /&gt;
===Draining Method===&lt;br /&gt;
&lt;br /&gt;
Another way is to drain the river. This can be done by building a tunnel next to the river that dumps into a chasm or deep valley.  The dumping tunnel should only be one square wide, with a single floodgate to control it, as long as where the water first enters it has a fairly large number of squares of &amp;quot;Open Space&amp;quot; to move into.  The water over Open Space will rapidly force its way down, forcing the rest to flow at warp speed.  Be sure the floodgate is operational, as this sort of flow imposes terrible game lag while active.  The more edge tiles drained from, the faster the level will go down enough to allow construction.&lt;br /&gt;
&lt;br /&gt;
An alternative method to this is to use a large number of pumps to move more water out of the river than can be replaced by the water flow. For a river with a width of 4 tiles, you will need three on either side pumping it into channels or tunnels, ideally off the map, a waterfall, or somewhere where flooding will not be a concern.  While the pumps are operating, it will be drained enough to build the dam.&lt;br /&gt;
&lt;br /&gt;
If your dwarves are persistent enough you can also dig out a large chamber under the river at Z-1, channel out holes on both sides at Z0, and cover these holes with walled-in bridges. When you raise the bridges the water drops down; when you lower them it starts flowing again. This avoids the 'infinite hole' bug that can result if you uses collapses to punch holes in the bottom of brooks.&lt;br /&gt;
&lt;br /&gt;
[[Image:DammingEfforts.png|left|thumb|200px|An example of how to construct a magma dam.]]&lt;br /&gt;
===Magma Method===&lt;br /&gt;
&lt;br /&gt;
If you have access to a {{L|magma}} source, you can pump magma into the flowing water. When the magma and water collide, the result is a tile of {{L|obsidian}}- an added bonus if you're in the market for making obsidian items. Pump enough magma into the river to reach both banks for a stretch at least 3-4 tiles wide in order to give your dwarves enough space to channel out the obsidian and place {{L|floodgate}}s.&amp;lt;br /&amp;gt; &lt;br /&gt;
'''Beware:''' Pumping magma too close to the edge of the map could result in permanently damming your river! Obsidian tiles created on the edge of the map cannot be mined out!&lt;br /&gt;
&lt;br /&gt;
If you wish to move magma over a brook without damming it, constructed floors over the brook tiles work.&lt;br /&gt;
&lt;br /&gt;
===Natural {{L|Cave-in}} ===&lt;br /&gt;
If your river is '''{{L|River#Underground Rivers|underground}}''', you can use {{L|channel}}ing to collapse a section of rock into it. If this rock was {{L|construction|construct}}ed (i.e., you built it as walls or floors), it will revert to its component stones and sink to the bottom, not blocking the river at all. However, if the rock is '''natural''', it will retain its shape and block the flow of water.&lt;br /&gt;
&lt;br /&gt;
Since above-ground rivers normally do not pass beneath natural rock, this strategy is difficult to apply to them. But dwarven ingenuity should never be underestimated.&lt;br /&gt;
&lt;br /&gt;
==Your Dam==&lt;br /&gt;
&lt;br /&gt;
===The Dam===&lt;br /&gt;
[[Image:Dam2.JPG|left]]&lt;br /&gt;
After your dam has been completed and looks something like the image, you can expect water to just stop flowing UNLESS there is a waterfall. If that is the case, the water will just flow around it after flooding a fair amount of space around it. If you messed up while making a magma dam and permanently obstructed the edge of the map, you can expect the entire world to flood up to the point where water enters.&lt;br /&gt;
&lt;br /&gt;
===Actually Building===&lt;br /&gt;
Once the river has been drained (which can take a VERY long time), you may have to dig into the riverbed by ordering a channel to be dug in the open space tile above the tile you want to build on. The result of this, however, is that the tile is no longer considered a brook/river and it behaves like any other storage of water. It no longer colored a pretty light-blue and nothing (including dwarfs, caravans, goblins, etc) can walk on top of it. This can be very annoying, so be prepared.&lt;br /&gt;
&lt;br /&gt;
===Further Possibilities===&lt;br /&gt;
*Most of the above techniques can be used to puncture oceans and lakes, for dikes or random under-water bunkers.&lt;br /&gt;
*You can create a massive flood if you build a dam out of floodgates and open them all at once. Good for traps. Works with magma.&lt;br /&gt;
*Being in control of your local river/brook makes you more of a &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt; dwarf.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Rope_reed&amp;diff=115040</id>
		<title>23a:Rope reed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Rope_reed&amp;diff=115040"/>
		<updated>2010-05-25T03:22:34Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{Shrub|color=2:0:0|character=ƒ|name=Rope reed|alcohol={{L|River spirits}}|spring=1|summer=1|autumn=1|winter=1|habitat=River|uses=&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
* {{L|Thread}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Rope reeds''' are almost identical to {{L|pig tail}}s, collected by {{L|gathering plants}} near a {{L|river}}. They are the only surface {{L|crop}} usable for the production of {{L|cloth}}.  They also make an average value {{L|alcohol|booze}} when {{L|brewing|brewed}} into {{L|river spirits}}.&lt;br /&gt;
&lt;br /&gt;
To produce rope reed {{L|cloth}}, you must first use the {{L|thresher|process plants}} job at a {{L|farmer's workshop}} to spin the plant fibers into {{L|thread}}, which will also produce rope reed {{L|seeds}} for replanting.  Once you have spun the {{L|thread}}, it can then be woven into {{L|cloth}} at a {{L|loom}} by anyone with the {{L|weaver|weaving}} profession.&lt;br /&gt;
&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Drink value: 2&lt;br /&gt;
* Extract value: 12&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Plants}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Rhesus_macaque&amp;diff=115039</id>
		<title>23a:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Rhesus_macaque&amp;diff=115039"/>
		<updated>2010-05-25T03:22:21Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Rhesus macaque|symbol=m|color=7:0:0|bones=3|chunks=3|meat=3|fat=1|skulls=1|skin=Yes|biome=* {{L|Temperate}} {{L|shrubland}}&lt;br /&gt;
* Temperate {{L|savanna}}&lt;br /&gt;
* Temperate {{L|grassland}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A fairly weak {{L|creature}}, a '''macaque''' is a small monkey that can create a large annoyance.  They come in packs of five to ten to {{L|thief|steal}} any accessible valuables such as {{L|food}}, tools, {{L|craft}}s, or anything else left lying unguarded, prioritizing the highest value items they can (easily) access.  If you have no guards or guard {{L|animals}} (and are not watching the landscape), often the first sign of trouble is either an {{L|announcement}} that a {{L|civilian}} {{L|dwarf}} has a job &amp;quot;interrupted by rhesus macaque&amp;quot;, or that an item has been stolen - the game pauses and centers on the incident after the latter announcement (only).  They are not shy about entering a {{L|fortress}} if there are no guards at the entrance, but are quite vulnerable to any sort of {{L|trap}}.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, they are brave enough to actually attack {{L|dwarves}}, but any sign of harm will send them packing - for the moment.  But they are stubborn, and they'll soon be back and in greater numbers.&lt;br /&gt;
&lt;br /&gt;
A guard {{L|dog}} or even an untrained dwarf can usually stop one without injury, but if you're particularly unfortunate it is always possible for a rhesus macaque (as is for any creature) to cause grievous bodily injury or even kill, mostly because they will latch on with their bite attack.  While sometimes speed is of the essence to avoid losing valuable objects, it is always safest to attack them with {{L|soldier|proper warrior}}s or {{L|marksdwarves}} instead of just any convenient unarmored, novice {{L|wrestler}}s who happen to be nearby, as getting the first strike is usually sufficient to dispatch or maim one of these little brats.  Enjoy your {{L|Kitchen|*Rhesus Macaque biscuits*}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Raw_adamantine&amp;diff=115038</id>
		<title>23a:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Raw_adamantine&amp;diff=115038"/>
		<updated>2010-05-25T03:22:08Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{23a Ore|name=Raw adamantine|tile=£|color=3:7:1&lt;br /&gt;
|uses = &lt;br /&gt;
* {{L|Ore}} of {{L|adamantine}}&lt;br /&gt;
|location = The depths&lt;br /&gt;
|wiki = no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
:''You have struck adamantine! Praise the miners!''&lt;br /&gt;
&lt;br /&gt;
Raw adamantine deposits are located at the far right edge of the mountain, lining an impassable chasm a short distance beyond the {{L|eerie glowing pit}}s located past the magma river.&lt;br /&gt;
&lt;br /&gt;
:''A miner has broken through to an expansive cave system.''&lt;br /&gt;
&lt;br /&gt;
==Too Deep...==&lt;br /&gt;
{{gametext|Contact was lost. Some blamed the goblins. Others assumed it was just another badly managed fortress that had fallen to turmoil and been abandoned. Still others whispered that the prison of &amp;lt;Name&amp;gt; the demon had been broken and that all who dared enter that place would surely perish. What happened to &amp;lt;Fortress&amp;gt;? Only you can discover the truth.}}&lt;br /&gt;
&lt;br /&gt;
Once you begin mining raw adamantine, there will be a chance at each season change that the game will abruptly end with the message above; thus, if you want to keep your happy fortress running indefinitely, you must never mine '''any''' raw adamantine.&lt;br /&gt;
&lt;br /&gt;
The process works like this: when the season changes, the amount of mined raw adamantine is compared to a random number between 0 and 99. If the ore amount is larger, your fortress will be &amp;quot;too-deeped&amp;quot; at the change of the next season. The random number is &amp;quot;re-rolled&amp;quot; for each check, so even if you mined only one bit of adamantine, your fortress will come to an end sooner or later.&lt;br /&gt;
&lt;br /&gt;
Abandoning and reclaiming the fortress resets the counter, but not the amount of mined ore - since you arrive at the very start of the season, you have a whole season before the first ore check, and another one before any chance of 'too deep'. So, if you mine 100 (or more) ore, abandon the fort, then reclaim it, you'll have two seasons to do what you want. At this point, you can either abandon and reclaim again, ad infinitum, or let time run out.&lt;br /&gt;
&lt;br /&gt;
Fortresses that come to their demise in this manner '''cannot''' be reclaimed, though they can be explored later in {{L|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you revisit such a fortress in adventurer mode, you will encounter the {{L|demon}} that was released from the abyss. If you manage to defeat it, all raw adamantine will turn into {{L|galena}}. Mysterious!&lt;br /&gt;
&lt;br /&gt;
{{23a Rocks}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Rat_weed&amp;diff=115037</id>
		<title>23a:Rat weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Rat_weed&amp;diff=115037"/>
		<updated>2010-05-25T03:21:49Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{Shrub|color=2:0:0|character=τ|name=Rat weed|edible=Yes|cookable=Yes|alcohol={{L|Sewer brew}}|spring=1|summer=1|autumn=1|winter=1|habitat=Swamp, River|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Rat weed''' is an inferior {{L|crop}} on the level of {{L|muck root}}s and {{L|prickle berry|prickle berries}}. It can be eaten raw or made into {{L|sewer brew}}. &lt;br /&gt;
&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Drink value: 1&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Plants}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Raccoon&amp;diff=115036</id>
		<title>23a:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Raccoon&amp;diff=115036"/>
		<updated>2010-05-25T03:21:38Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Raccoon|symbol=r|color=7:0:0|bones=2|chunks=2|meat=2|fat=1|skulls=1|skin=Yes|biome= * {{L|Taiga}}&lt;br /&gt;
* Any {{L|temperate}} {{L|forest}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Raccoons''' are medium-{{L|size}}d, omnivorous {{L|animals}}. They live in {{L|temperate}} {{L|regions}}. Like real live raccoons, they can steal garbage and items left outside, so don't leave your {{L|masterpiece}} items in the open. If any get stolen, the {{L|dwarf}} who made the item will get an unhappy {{L|thought}} which can potentially be extremely powerful and send him into a year-long {{L|tantrum}}.  Raccoons probably will not attack your {{L|dwarves}} or your {{L|pet}}s unless provoked into defending themselves. They can seriously wound or even kill a normal {{L|dog}} or an untrained peasant with no weapon. An armed {{L|Ambusher|hunter}} or skilled dwarf can easily kill a raccoon. They can also be captured, tamed, and raised as livestock or adopted as pets.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Plump_helmet&amp;diff=115035</id>
		<title>23a:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Plump_helmet&amp;diff=115035"/>
		<updated>2010-05-25T03:21:25Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{Crop|color=5:0:0|seed_color=4:0:1|character=♠|name=Plump helmet|seed=Plump helmet spawn|edible=Yes|cookable=Yes|alcohol={{L|Dwarven wine}}|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Cave|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Plump helmets''' are mushrooms that can be grown by dwarves for {{L|food}}, and are perhaps the most widely popular of the six underground {{L|crop}}s.  They are edible raw, but can also be {{L|cook|cooked}} in a {{L|kitchen}} or {{L|brewer|brewed}} into {{L|dwarven wine}}, placing them among the most versatile of {{L|crop}}s.  Because they are also very fast-growing (taking only 25 days to mature) and can grow the whole year 'round*, they are the staple {{L|food}} crop of many fortresses, which enjoy multiple harvests per season.&lt;br /&gt;
&lt;br /&gt;
:''(* While farming is not possible during the winter, plump helmet shrubs will still grow during all seasons.)''&lt;br /&gt;
&lt;br /&gt;
Keep in mind that cooking plants destroys their seeds, or in this case their '''spawn'''*. Both eating a plant raw and brewing it will leave seed/spawn behind, which can then be transferred to a seed {{L|bag}}, planted and used to grow more.  {{L|Farming}} this crop is advisable to newer players because of the speed of growth and the easily edible result, as opposed to other crops that require {{L|plant processing}} and/or {{L|cook}}ing to be edible.&lt;br /&gt;
&lt;br /&gt;
:''(* Technically, mushrooms do not have &amp;quot;seeds&amp;quot;, but they work just the same in-game.)''&lt;br /&gt;
&lt;br /&gt;
*Grow time: 300&lt;br /&gt;
*Plant value: 4&lt;br /&gt;
*Drink value: 2&lt;br /&gt;
*Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Plants}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Platinum&amp;diff=115034</id>
		<title>23a:Platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Platinum&amp;diff=115034"/>
		<updated>2010-05-25T03:21:00Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{23a Metal|color=7:1|fcolor=7:7:1|name=Platinum|ore1=£|ore1tile=*|&lt;br /&gt;
ore1color=7:7:1|ore1tilecolor=7:1|&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Native platinum}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 40&lt;br /&gt;
* {{L|Coin}} value 30☼&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Craft}}s&lt;br /&gt;
* {{L|Coins}}&lt;br /&gt;
* {{L|Furniture}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Platinum''' can be found in native form beyond the {{L|chasm}}. Platinum nuggets may be processed into bars at a {{L|smelter}}. Platinum is the most valuable of all metals ({{L|adamantine}} notwithstanding), and can be used to make furniture, crafts, and coins.&lt;br /&gt;
&lt;br /&gt;
Platinum {{L|statue}}s are the most valuable {{L|furniture}} that can be produced in quantity, and can be used to dramatically increase the value of any {{L|room}}, or {{L|trade}}d for goods, or just produced to increase the overall wealth of your fortress. Depending on the quality of the craftsdwarfship, platinum statues can range in value from 1,000☼ to 12,000☼.&lt;br /&gt;
&lt;br /&gt;
Despite being only 33% more valuable than {{L|gold}}, platinum {{L|coin}}s are worth ''twice'' as much as gold coins.&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Pig_tail&amp;diff=115033</id>
		<title>23a:Pig tail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Pig_tail&amp;diff=115033"/>
		<updated>2010-05-25T03:20:48Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{Crop|color=7:0:0|seed_color=0:0:1|character=τ|name=Pig tail|alcohol={{L|Dwarven ale}}|rarity=Common|summer=1|autumn=1|habitat=Cave|uses=&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
* {{L|Thread}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pig tails''' are one of the six known indoor {{L|crop}}s, and as such may be grown underground.  Pig tails are one of the two fastest growing {{L|crop}}s (the other being {{L|plump helmet}}s), taking only 25 days to mature.&lt;br /&gt;
&lt;br /&gt;
Pig tails may be {{L|thresher|process}}ed at a {{L|farmer's workshop}} to create {{L|thread}}, which is then used to {{L|weaver|weave}} {{L|cloth}} at a {{L|loom}}. &lt;br /&gt;
Otherwise, they may be {{L|still|brewed}} into {{L|Dwarven ale}}.&lt;br /&gt;
&lt;br /&gt;
If you're planting pig tails for eventual {{L|cloth}} production, you might consider planting {{L|dimple cup}}s during the spring and {{L|dye}}ing the {{L|cloth}} to raise its value.&lt;br /&gt;
&lt;br /&gt;
*Grow time: 300&lt;br /&gt;
*Plant value: 4&lt;br /&gt;
*Drink value: 2&lt;br /&gt;
*Extract value: 12&lt;br /&gt;
*Seasons: Summer and Autumn&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Plants}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Pig_iron&amp;diff=115032</id>
		<title>23a:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Pig_iron&amp;diff=115032"/>
		<updated>2010-05-25T03:20:29Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{23a Metal|color=0:1|fcolor=0:0:0|name=Pig iron|ore1=£|ore2=█|ore3=☼|ore1tile=*|ore2tile=•|ore3tile=☼|&lt;br /&gt;
ore1color=4:7:0|ore2color=7:7:1|ore3color=0:7:1|ore1tilecolor=4:0|ore2tilecolor=7:1|ore3tilecolor=0:1|&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Hematite}}&lt;br /&gt;
* {{L|Charcoal}}/{{L|Coke}}&lt;br /&gt;
* {{L|Limestone}}&lt;br /&gt;
|properties=&lt;br /&gt;
* Brittle&lt;br /&gt;
|uses=&lt;br /&gt;
* Making {{L|Steel}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pig iron''' is a high-carbon alloy of {{L|iron}}, an intermediate component used in the production of {{L|steel}}. Pig iron cannot be forged into any items, although it can be used to construct any building that can be made out of metal bars, such as bridges or roads.&lt;br /&gt;
&lt;br /&gt;
It is formed in a smelter by the following process:&lt;br /&gt;
&lt;br /&gt;
* 1 {{L|iron}} bar + 1 {{L|limestone}} + 2 {{L|fuel}} = 1 {{L|pig iron}} bar&lt;br /&gt;
&lt;br /&gt;
At a {{L|magma smelter}}, only one charcoal/coke is needed.&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Workshop&amp;diff=115031</id>
		<title>23a:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Workshop&amp;diff=115031"/>
		<updated>2010-05-25T03:18:00Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where objects are created, refined, altered, and decorated. &lt;br /&gt;
&lt;br /&gt;
==Building workshops==&lt;br /&gt;
&lt;br /&gt;
Most workshops are quick and easy to build, requiring only a single piece of {{L|stone}}, {{L|wood}}, or other common materials (although there are a few exceptions). To build a workshop, open the {{k|b}}uild menu and select {{k|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction. Your cursor will now change into a floor plan of the workshop. Locations in the plan that will be impassable in the completed workshop will be a dark green in this plan, while passable locations will be a bright green. Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop.&lt;br /&gt;
&lt;br /&gt;
Once the plan has been placed in a satisfactory location, you must have a dwarf with the appropriate {{L|labor}} enabled to build the workshop ({{k|v}}iew dwarf-{{k|p}}references-{{k|l}}abors). For instance, to build a {{L|Carpenter's workshop}}, you must have a dwarf with the &amp;quot;Carpentry&amp;quot; labor enabled. Some workshops (such as the {{L|furnace}}s) must first be designed by a dwarf with the {{L|Architecture}} labor enabled. To see what labor is needed to build a particular workshop, press {{k|q}} and move the cursor over its floor plan.&lt;br /&gt;
&lt;br /&gt;
To build a workshop, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring squares. Items already claimed by other tasks (such as &amp;quot;Bring Item to Stockpile&amp;quot; cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{k|q}} or {{k|t}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
==Using workshops==&lt;br /&gt;
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{k|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled {{Raw Tile|R|#0FF|#000}} in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled {{Raw Tile|A|#0F0|#000}}, if any, is the currently active project. Any jobs which have been manually suspended will be labeled {{Raw Tile|S|#F00|#000}}.&lt;br /&gt;
&lt;br /&gt;
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source, even if they don't have the {{L|hauling}} jobs for those materials set. Dwarves work more efficiently if the materials for their workshop are nearby.&lt;br /&gt;
&lt;br /&gt;
Dwarves will ''not'' automatically haul things away from workshops once they've been completed. These completed items will pile up in the workshop where they were finished, and if no haulers or storage space is available, they can eventually {{L|clutter}} the workshop to the point where productivity is drastically slowed. A workshop labeled '''(CLT)''' at the top of its room display is considered to be cluttered to this point. The brighter the label, the more drastic the effect on production. Even the least severe, dark grey (CLT) will increase production times by a factor of two, and each additional level of clutter thereafter increases the multiplier by an additional one.&lt;br /&gt;
&lt;br /&gt;
Note that the items causing the problem will not be visible in the fortress itself, and that there is no way to notice a cluttered workshop without looking at the items in the room with {{k|t}} or the production and general room information with {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
==Workshop profiles==&lt;br /&gt;
&lt;br /&gt;
Once your fort gets a {{L|manager}}, you can set &amp;quot;profiles&amp;quot; for each workshop ({{k|q}}-{{k|P}}), which allows you to specify which dwarves are allowed to use the workshop (by name or by a range of skills).&lt;br /&gt;
&lt;br /&gt;
==Types of workshops==&lt;br /&gt;
&lt;br /&gt;
The workshops used in the game include the following:&lt;br /&gt;
&lt;br /&gt;
* {{L|Alchemist's laboratory}}: Used to make {{L|soap}}.&lt;br /&gt;
* {{L|Ashery}}: Used to make {{L|lye}} and {{L|potash}}.&lt;br /&gt;
* {{L|Bowyer's workshop}}: Used to make {{L|crossbow}}s.&lt;br /&gt;
* {{L|Butcher's shop}}: Used to turn some corpses and {{L|animals|livestock}} into {{L|meat}} and usable materials.&lt;br /&gt;
* {{L|Carpenter's workshop}}: Used to make {{L|furniture}} from {{L|wood}}.&lt;br /&gt;
* {{L|Clothier's shop|Clothes maker's workshop}}: Used to make numerous items from {{L|cloth}}.&lt;br /&gt;
* {{L|Craftsdwarf's workshop}}: Used to make a number of items from a plethora of materials for trading purposes. Also useful to make {{L|bolts}} cheaply from bone and wood.&lt;br /&gt;
* {{L|Dyer's shop}}: Used to {{L|dye}} {{L|cloth}} or {{L|thread}}.&lt;br /&gt;
* {{L|Farmer's workshop}}: Used to make {{L|thread}}, {{L|milk}}, {{L|syrup}}, and {{L|quarry bush|leaves}}.&lt;br /&gt;
* {{L|Fishery}}: Used to process raw {{L|fish}} and make them edible.&lt;br /&gt;
* {{L|Jeweler's workshop}}: Used to cut and encrust with {{L|gems}}. &lt;br /&gt;
* {{L|Kitchen}}: Used to cook {{L|food}} to decrease needed storage space, and expand the types of edible food.&lt;br /&gt;
* {{L|Leather works}}: Used to make {{L|leather}} into {{L|armor}}, {{L|clothes}} and other items, like bags.&lt;br /&gt;
* {{L|Loom}}: Used to make {{L|cloth}} from {{L|thread}}.&lt;br /&gt;
* {{L|Mason's workshop}}: Used to make {{L|furniture}} from {{L|stone}}.&lt;br /&gt;
* {{L|Mechanic's workshop}}: Used only to make {{L|mechanism}}s from {{L|stone}}.&lt;br /&gt;
* {{L|Metalsmith's forge}}: Used to make a plethora of items from trading items to {{L|furniture}} and {{L|trap}} components from {{L|metal}} bars and {{L|fuel}}.&lt;br /&gt;
** {{L|Magma forge}}: Same as above, but with no {{L|fuel}} consumption (except for the {{L|steel}} industry).&lt;br /&gt;
* {{L|Mill}}: Used to make {{L|dye}}, flour, and sugar.&lt;br /&gt;
* {{L|Siege workshop}}: Used to make {{L|ballista}} arrows and {{L|catapult}} and ballista parts.&lt;br /&gt;
* {{L|Still}}: Used to make {{L|alcohol}} drinks from {{L|crop|plants}}.&lt;br /&gt;
* {{L|Tanner's shop}}: Used to tan {{L|raw hide}}s into {{L|leather}}.&lt;br /&gt;
&lt;br /&gt;
==Types of furnaces==&lt;br /&gt;
They behave in the same way as a workshop, except that you need something to burn to have them working. To build a furnace, open the {{k|b}}uild menu and select {{k|e}}.&lt;br /&gt;
&lt;br /&gt;
* {{L|Glass furnace}}: Used to make {{L|glass}} items from {{L|sand}} and {{L|fuel}}.&lt;br /&gt;
** {{L|Magma glass furnace}}: Same as above, but without the fuel consumption.&lt;br /&gt;
* {{L|Kiln}}: Used to make {{L|pearlash}} from {{L|potash}} and {{L|fuel}}.&lt;br /&gt;
** {{L|Magma kiln}}: Same as above, but without fuel consumption.&lt;br /&gt;
* {{L|Smelter}}: Used to make {{L|metal}} bars from {{L|ore}}, and smelt {{L|coke}}, which is {{L|fuel}}.&lt;br /&gt;
** {{L|Magma smelter}}: Same as above, but without fuel consumption (except for making {{L|pig iron}} and {{L|steel}})&lt;br /&gt;
* {{L|Wood furnace}}: Used to make {{L|charcoal}}, which is {{L|fuel}}, from {{L|wood}}&lt;br /&gt;
&lt;br /&gt;
==Designs of furnaces and workshops==&lt;br /&gt;
All buildings have a predetermined design that includes open spaces and impassible tiles.&lt;br /&gt;
&lt;br /&gt;
Some buildings need to be built partially over either the cave river or the magma river. If water or magma tiles are present in a floor plan, either the left or right tile of the middle row need to be built over the cave or magma river. The other water or magma tiles can be built either over the river or on dry ground. If they are built on dry ground, they act either as impassable or passable, depending on the color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category:Workshops --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Wood_furnace&amp;diff=115030</id>
		<title>23a:Wood furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Wood_furnace&amp;diff=115030"/>
		<updated>2010-05-25T03:17:44Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{Furnace|name=Wood furnace|key=w|job={{L|Wood burner}}&lt;br /&gt;
|construction=&lt;br /&gt;
* Gray {{L|stone}} {{L|block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Ash}}&lt;br /&gt;
* {{L|Charcoal}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''wood furnace''' is used to convert {{L|wood}} into {{L|ash}} or {{L|charcoal}}.&lt;br /&gt;
&lt;br /&gt;
* Charcoal can be used to fuel {{L|smelter}}s and {{L|forge}}s, as well as be used to make {{L|pig iron}} and {{L|steel}}&lt;br /&gt;
* Ash can be processed at an {{L|ashery}} to make {{L|lye}} and {{L|potash}}.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Wolf&amp;diff=115029</id>
		<title>23a:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Wolf&amp;diff=115029"/>
		<updated>2010-05-25T03:17:23Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Wolf|symbol=w|color=7:0:0|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome=&lt;br /&gt;
* {{L|Tundra}}&lt;br /&gt;
* {{L|Taiga}}&lt;br /&gt;
* Any {{L|temperate}} {{L|forest}}&lt;br /&gt;
* Temperate {{L|shrubland}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Wolves''' are predators and live in many {{L|regions}}. Wolves are social {{L|animals}} that live in groups. One on one, an armed {{L|dwarf}} will likely win with minor injuries, but if a pack gangs up, the hapless dwarf is in deadly trouble. A lone {{L|hunter}} can have trouble with wolves; she might spend all of her {{L|bolt|ammunition}} on a pack of wolves and then be killed by the survivors after trying to bludgeon them to death with her {{L|crossbow}}. If there are packs of wolves on the map, it may be advisable to team up hunters with trained {{L|dog}}s, or send out military patrols to deal with them instead. Strength in numbers, after all.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventure mode}}, wolves are common {{L|ambush}}ers in random encounters that will occur across the world map. Even a pack of them should be easily dispatched by an inexperienced adventurer, provided he is suitably equipped.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Warthog&amp;diff=115028</id>
		<title>23a:Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Warthog&amp;diff=115028"/>
		<updated>2010-05-25T03:17:09Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Warthog|symbol=w|color=6:0:0|bones=5|chunks=5|meat=5|fat=4|skulls=1|skin=Yes|biome=&lt;br /&gt;
* {{L|Tropical}} {{L|savanna}}&lt;br /&gt;
* Tropical {{L|grassland}}&lt;br /&gt;
* Tropical {{L|shrubland}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Warthogs''' are glorified pigs preferring hot {{L|biome}}s and are neither remarkable or interesting in any particular way. {{L|Dwarf}}s will interrupt work to run from them if they spot one.  Warthogs will also tend to run from dwarfs so chaos tends to ensue if one or more somehow find their way inside a {{L|fortress}}.  One on one, they are generally no match for a dabbling wrestler.  They usually live in small herds of 3 to 7, though a {{L|hunter}} will have no trouble with a herd, armed or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Usefulness ==&lt;br /&gt;
They can be trained and used as {{L|pet}}s or as a {{L|food}} and {{L|leather}} source.  Warthog {{L|meat}}, {{L|bone}}s, {{L|fat}}, and {{L|leather}} is worth twice as much of those from {{L|dog}}s or {{L|cat}}s, but they produce less bones, {{L|chunk}}s, and meat than other more common {{L|creature}}s such as the {{L|horse}}, {{L|cow}}, and {{L|mule}}.&lt;br /&gt;
&lt;br /&gt;
Other animals, such as {{L|elephant}}s which are often found along with warthogs, are more valuable. Warthogs breed and mature at a rate comparable with a {{L|dog}} or {{L|cat}} but are worth more per part, and when butchered produce 3 more fat.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Prickle_berry&amp;diff=115027</id>
		<title>23a:Prickle berry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Prickle_berry&amp;diff=115027"/>
		<updated>2010-05-25T03:16:52Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{Shrub|color=2:0:0|character=:|name=Prickle berry|edible=Yes|cookable=Yes|alcohol={{L|Prickle berry wine}}|spring=1|summer=1|autumn=1|winter=1|habitat=Forest, Swamp|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Prickle berries''' grow wild, can be gathered almost anywhere outdoors using the {{L|plant gathering}} skill.  Prickle berries can be eaten raw, {{L|cooking|cooked}}, or {{L|brewing|brewed}} to make {{L|prickle berry wine}}.&lt;br /&gt;
&lt;br /&gt;
Eating or brewing will yield '''prickle berry seeds''', which are useful only as extra ingredients in {{L|prepared meal}}s.&lt;br /&gt;
&lt;br /&gt;
*Plant value: 2&lt;br /&gt;
*Drink value: 1&lt;br /&gt;
*Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Plants}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Sweet_pod&amp;diff=115026</id>
		<title>23a:Sweet pod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Sweet_pod&amp;diff=115026"/>
		<updated>2010-05-25T03:16:29Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{Crop|color=4:0:1|seed_color=2:0:1|character=Φ|name=Sweet pod|cookable=If milled or processed|alcohol={{L|Dwarven rum}}|rarity=Common|spring=1|summer=1|habitat=Cave|uses=&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
|other_products=&lt;br /&gt;
* {{L|Dwarven sugar}} (Mill)&lt;br /&gt;
* {{L|Dwarven syrup}} (Process to barrel)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sweet pods''' are a subterranean crop grown in {{L|spring}} and {{L|summer}}. Sweet pods can be ground at a {{L|mill}} into {{L|dwarven sugar}} or processed at a {{L|farmer's workshop}} into {{L|barrel}}s of {{L|dwarven syrup}}, but both must then be cooked at the {{L|kitchen}} before being edible.&lt;br /&gt;
&lt;br /&gt;
Sweet pods can also be brewed into {{L|Alcohol|dwarven rum}}.&lt;br /&gt;
&lt;br /&gt;
Five units of syrup are obtained for each sweet pod, but only one unit of sugar.&lt;br /&gt;
&lt;br /&gt;
*Grow time: 500&lt;br /&gt;
*Plant value: 4&lt;br /&gt;
*Drink value: 2&lt;br /&gt;
*Mill value: 20&lt;br /&gt;
*Extract value: 20&lt;br /&gt;
*Seasons: Spring and Summer&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Plants}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Stone&amp;diff=115025</id>
		<title>23a:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Stone&amp;diff=115025"/>
		<updated>2010-05-25T03:16:02Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Raw '''stone''' is left behind about half of the time when your miners dig out walls. Over the course of the game, your miners will produce thousands of stones. Creating small stone {{L|stockpile}}s next to stone-using {{L|workshop}}s (such as {{L|Mason's workshop}}s) will speed their production, but creating enormous stockpiles to hold every stone you mine can be counterproductive. However, many prefer to do this, because stone lying around everywhere interferes with other stockpiles, and is just plain ugly.&lt;br /&gt;
&lt;br /&gt;
You can also find alternative methods to clear away stone. You can build Mason's workshops in the middle of the stone piles. This clears away the piles more efficiently (though not as fast), while training your masons and producing whatever stone items you need. Or, you can build Catapults near the stone piles, clearing them away and training valuable Siege Operators in the process. Go ahead and be creative in your clearing methods.&lt;br /&gt;
&lt;br /&gt;
There are 17 types of ordinary (gray) stone, and three types of light and dark stone. One (or more?) randomly-selected type of stone will be completely absent from each fortress, with the other types available in variable quantities. Each of the three types of light and dark stone will always be found, in limited quantities.&lt;br /&gt;
&lt;br /&gt;
The types of stone available are:&lt;br /&gt;
&lt;br /&gt;
* Regular Stone (also called Rock or Gray Stone)&lt;br /&gt;
** {{Raw Tile|∞|6:7:0}} Andesite&lt;br /&gt;
** {{Raw Tile|#|0:7:1}} Basalt&lt;br /&gt;
** {{Raw Tile|░|7:7:1}} Chalk&lt;br /&gt;
** {{Raw Tile|░|0:7:1}} Diorite&lt;br /&gt;
** {{Raw Tile|`|7:7:1}} Dolomite&lt;br /&gt;
** {{Raw Tile|.|0:7:1}} Felsite&lt;br /&gt;
** {{Raw Tile|&amp;amp;#61;|7:7:1}} Flint&lt;br /&gt;
** {{Raw Tile|&amp;amp;#61;|7:7:1}} Gneiss&lt;br /&gt;
** {{Raw Tile|█|7:0:0}} Granite&lt;br /&gt;
** {{Raw Tile|∞|7:7:1}} Pumice&lt;br /&gt;
** {{Raw Tile|,|0:7:1}} Rhyolite&lt;br /&gt;
** {{Raw Tile|#|6:7:0}} Sandstone&lt;br /&gt;
** {{Raw Tile|`|0:7:1}} Schist&lt;br /&gt;
** {{Raw Tile|.|0:7:1}} Shale&lt;br /&gt;
** {{Raw Tile|%|6:7:0}} Siltstone&lt;br /&gt;
** {{Raw Tile|%|0:7:1}} Slate&lt;br /&gt;
** {{Raw Tile|&amp;amp;#124;|7:7:1}} Talc&lt;br /&gt;
* Light Stone&lt;br /&gt;
** {{L|Limestone}}&lt;br /&gt;
*** Found lining the {{L|cave river}}&lt;br /&gt;
*** Used as {{L|flux}} in the production of {{L|pig iron}} and {{L|steel}}&lt;br /&gt;
** Marble&lt;br /&gt;
** Moonstone&lt;br /&gt;
* Dark Stone&lt;br /&gt;
** Jet&lt;br /&gt;
** {{L|Obsidian}}&lt;br /&gt;
*** Found lining the {{L|magma flow}}, and is left behind when a magma flood cools&lt;br /&gt;
*** Can be made into short swords at a {{L|Craftsdwarf's workshop}}&lt;br /&gt;
*** Worth three times as much as regular stone&lt;br /&gt;
** Onyx&lt;br /&gt;
&lt;br /&gt;
Before it is mined, light stone is represented by solid white blocks, and dark stone by solid dark grey blocks. Gray stone is indicated by white or grey blocks with various symbols on them, except for £ (which indicate {{L|ore}}) and ☼ (either {{L|gem}}s or {{L|bituminous coal}}).&lt;br /&gt;
&lt;br /&gt;
Objects made from light stone and dark stone (excluding obsidian) have double the {{L|Item value|value}} of those made from ordinary rock, and objects made from obsidian are worth three times as much.&lt;br /&gt;
&lt;br /&gt;
Raw stone can also be chiseled into {{L|block}}s at a {{L|Mason's workshop}}, which can then be used instead of rough stone for the construction of workshops and other {{L|building}}s.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Steel&amp;diff=115024</id>
		<title>23a:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Steel&amp;diff=115024"/>
		<updated>2010-05-25T03:15:44Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{23a Metal|color=7:0|fcolor=0:7:1|name=Steel|ore1=£|ore2=█|ore3=☼|ore1tile=*|ore2tile=•|ore3tile=☼|&lt;br /&gt;
ore1color=4:7:0|ore2color=7:7:1|ore3color=0:7:1|ore1tilecolor=4:0|ore2tilecolor=7:1|ore3tilecolor=0:1|&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Hematite}}&lt;br /&gt;
* {{L|Charcoal}}/{{L|Coke}}&lt;br /&gt;
* {{L|Limestone}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Weapon damage}}% 133&lt;br /&gt;
* {{L|Material value}} 30&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Anvil}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Bolts}}&lt;br /&gt;
* {{L|Craft}}s&lt;br /&gt;
* {{L|Coins}}&lt;br /&gt;
* {{L|Furniture}}&lt;br /&gt;
* {{L|Weapon}}s&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' can be smelted at a {{L|smelter}} by a {{L|dwarf}} with the {{L|furnace operator}} labor activated.  It is an extremely durable {{L|metal}} and is highly {{L|item value|valuable}}, worth just as much as {{L|gold}}.&lt;br /&gt;
&lt;br /&gt;
Aside from {{L|adamantine}}, steel is the only material which can be used to build structures over {{L|magma}}. {{L|Weapon}}s and {{L|armor}} made from steel are 33% stronger than equivalent {{L|iron}} objects.&lt;br /&gt;
&lt;br /&gt;
The method for making steel may seem complex but it is an accurate representation of the process, and not too bad when the overall utility of the resulting material is considered.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
The recipe for steel is:&lt;br /&gt;
* One {{L|pig iron}} {{L|bar}}&lt;br /&gt;
* One chunk of {{L|hematite}}&lt;br /&gt;
* One chunk of {{L|limestone}} ({{L|flux}})&lt;br /&gt;
* One {{L|bar}} of {{L|coke}} or {{L|charcoal}} ''(plus an additional unit of {{L|fuel}} if using a non-magma magma {{L|smelter}})''&lt;br /&gt;
&lt;br /&gt;
When the above items are combined at a {{L|smelter}}, the product is two bars of steel; the refined coal and flux are consumed in the reaction, but the pig iron and iron are combined into steel.&lt;br /&gt;
&lt;br /&gt;
==Production chain==&lt;br /&gt;
In order to make steel from scratch, the following materials are needed:&lt;br /&gt;
* Two chunks of {{L|hematite}}&lt;br /&gt;
* Two chunks of {{L|limestone}}&lt;br /&gt;
* Two units of {{L|fuel}} ({{L|coke}} or {{L|charcoal}})&lt;br /&gt;
* Three additional units of {{L|fuel}} if using a regular smelter&lt;br /&gt;
&lt;br /&gt;
The following steps are performed to produce two steel bars from the above materials at a normal smelter:&lt;br /&gt;
# '''Make iron bars''' - 1 {{L|hematite}} + 1 {{L|fuel}} = 1 {{L|iron}} bar&lt;br /&gt;
# '''Make pig iron bars''' - 1 {{L|iron}} bar + 1 {{L|limestone}} + 2 {{L|fuel}} = 1 {{L|pig iron}} bar&lt;br /&gt;
# '''Make steel bars''' - 1 {{L|hematite}} + 1 {{L|pig iron}} bar + 1 {{L|limestone}} + 2 {{L|fuel}} = 2 {{L|steel}} bars&lt;br /&gt;
&lt;br /&gt;
At a magma smelter, however, no fuel is required, reducing coal usage significantly:&lt;br /&gt;
# '''Make iron bars''' - 1 {{L|hematite}} = 1 {{L|iron}} bar&lt;br /&gt;
# '''Make pig iron bars''' - 1 {{L|iron}} bar + 1 {{L|limestone}} + 1 {{L|fuel}} = 1 {{L|pig iron}} bar&lt;br /&gt;
# '''Make steel bars''' - 1 {{L|hematite}} + 1 {{L|pig iron}} bar + 1 {{L|limestone}} + 1 {{L|fuel}} = 2 {{L|steel}} bars&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:Metals]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Spirit_of_fire&amp;diff=115023</id>
		<title>23a:Spirit of fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Spirit_of_fire&amp;diff=115023"/>
		<updated>2010-05-25T03:15:10Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{CreatureInfo|wiki=no|name=Spirit of fire|biome=* {{L|Eerie glowing pit}}|symbol=&amp;amp;|color=6:0:1|butcher=no|bones=N/A|skulls=N/A}}&lt;br /&gt;
&lt;br /&gt;
'''Spirits of fire''' are one of the possible {{L|creatures}} that will attack your {{L|Dwarf|dwarves}} if you discover {{L|eerie glowing pits}} in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
These creatures are the greatest of the three lesser {{L|Demon|demons}}. They will burn or boil everything that they come in contact with except {{L|adamantine}}, and throw giant fireballs at dwarves. Spirits of fire cannot feel pain or bleed to death, and like all demons they are immune to {{L|trap}}s. Their one weakness is that their limbs sever instead of breaking. Spirits of Fire are immune to fire, so {{L|magma}} traps won't save your Fortress. Drowning chambers are completely ineffective due to the spirits' innate heat boiling water away from several tiles away.{{verify}} When they die, they leave a pile of {{L|ash}} behind, that can be used to make {{L|lye}} or {{L|potash}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Sphalerite&amp;diff=115022</id>
		<title>23a:Sphalerite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Sphalerite&amp;diff=115022"/>
		<updated>2010-05-25T03:14:55Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{23a Ore|name=Sphalerite|tile=£|color=0:7:0|itemcolor=0:1&lt;br /&gt;
|uses = &lt;br /&gt;
* Smelting {{L|brass}}&lt;br /&gt;
|location = Anywhere in the mountain}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''You have struck an ore for brass-making.''&lt;br /&gt;
&lt;br /&gt;
'''Sphalerite''' is an {{L|ore}} of {{L|zinc}}. It cannot be {{L|smelter|smelted}} on its own, but must be combined with {{L|malachite}} in order to make {{L|brass}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Sphalerite4.jpg|Sphalerite&lt;br /&gt;
File:Sphalerite-JR.jpg|A 6 mm sphalerite crystal&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{23a Rocks}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Silver&amp;diff=115021</id>
		<title>23a:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Silver&amp;diff=115021"/>
		<updated>2010-05-25T03:14:40Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{23a Metal|color=7:1|fcolor=7:7:1|name=Silver|ore1=£|ore1tile=*|&lt;br /&gt;
ore1color=0:7:1|ore1tilecolor=7:0|&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Galena}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
* {{L|Coin}} value 5☼&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Craft}}s&lt;br /&gt;
* {{L|Coins}}&lt;br /&gt;
* {{L|Furniture}}&lt;br /&gt;
* {{L|Weapon}}s&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silver''' can be found anywhere in the fortress in the form of {{L|galena}} ore, which can be refined into silver {{L|bar}}s at a {{L|smelter}}. Silver can be fashioned into metal {{L|craft}}s, {{L|coin}}s, and {{L|furniture}}, as well as {{L|bolt}}s and {{L|weapon}}s (except for {{L|pick}}s and {{L|crossbow}}s). Weapons and ammo made from silver do less damage than those made of copper, and have no special properties. Because of their low damage, silver weapons can be used to reduce injuries during {{L|sparring}}, but getting soldiers to exchange their silver weapons for better ones later on can be a pain. Silver weapons can be useful {{L|trade}} goods, as caravans often strike agreements to pay a premium on weapons. Silver cannot be used to make {{L|armor}}.&lt;br /&gt;
&lt;br /&gt;
Items made from silver are more valuable than {{L|copper}}, and less valuable than those fashioned from {{L|gold}}. Silver can also be combined with gold to form an alloy known as {{L|electrum}} once the {{L|Dungeon Master}} {{L|noble}} has arrived.&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Purring_maggot&amp;diff=115020</id>
		<title>23a:Purring maggot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Purring_maggot&amp;diff=115020"/>
		<updated>2010-05-25T03:14:04Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{VerminInfo|name=Purring maggot|symbol={ }|color=7:0:1|biome=* {{L|Chasm}}|wiki=no|&lt;br /&gt;
spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''purring maggot''' is currently the only creature that can be {{L|milk}}ed. You cannot embark with purring maggots. Dwarven {{L|cheese}} (made from {{L|dwarven milk}}, which is milked from purring maggots) is currently the most valuable food (100 per cheese) with the exception of butchered {{L|megabeast}}s. &lt;br /&gt;
&lt;br /&gt;
Purring maggots can be caught in {{L|animal trap}}s placed over the {{L|chasm}} with {{L|meat}} or {{L|fish}} for bait. They aren't visible before they are caught.&lt;br /&gt;
&lt;br /&gt;
If you wish to milk purring maggots, be sure to keep them in a fairly remote area of your fortress - while some dwarves detest purring maggots, ''any'' nearby dwarf will claim one as a meal if he happens to get hungry.&lt;br /&gt;
&lt;br /&gt;
Each maggot can be milked about once per month{{verify}}. Tamed maggots cannot be milked.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Vermin}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Muck_root&amp;diff=115019</id>
		<title>23a:Muck root</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Muck_root&amp;diff=115019"/>
		<updated>2010-05-25T03:13:21Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{Shrub|color=0:0:1|character=τ|name=Muck root|edible=Yes|cookable=Yes|alcohol={{L|Swamp whiskey}}|spring=1|summer=1|autumn=1|winter=1|habitat=Swamp|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Muck roots''' can be acquired by {{L|plant gathering}} or {{L|trade}}.  Muck roots can be eaten raw or {{L|brew}}ed into {{L|swamp whiskey}}, but they have low value.&lt;br /&gt;
&lt;br /&gt;
*Plant value: 2&lt;br /&gt;
*Drink value: 1&lt;br /&gt;
*Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Plants}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Mill&amp;diff=115017</id>
		<title>23a:Mill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Mill&amp;diff=115017"/>
		<updated>2010-05-25T03:12:07Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{Workshop|name=Mill|key=i|job={{L|Miller|Milling}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Blade weed}}&lt;br /&gt;
* {{L|Cave wheat}}&lt;br /&gt;
* {{L|Dimple cup}}&lt;br /&gt;
* {{L|Hide root}}&lt;br /&gt;
* {{L|Longland grass}}&lt;br /&gt;
* {{L|Sweet pod}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Emerald dye}}&lt;br /&gt;
* {{L|Dwarven wheat flour}}&lt;br /&gt;
* {{L|Dimple dye}}&lt;br /&gt;
* {{L|Redroot dye}}&lt;br /&gt;
* {{L|Longland flour}}&lt;br /&gt;
* {{L|Dwarven sugar}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''mill''' is a water-powered workshop used to process various types of {{L|plant}}s into {{L|flour}}, {{L|sugar}}, or {{L|dye}}. To function, it must be placed with one of the two outer squares of its middle row (shown in blue in the floor plan) over a {{L|river}}; the outside or {{L|cave river}} can both be used, while channels, ponds, and flooded areas cannot. &lt;br /&gt;
&lt;br /&gt;
A Miller needs a {{L|bag}} to do the plant processing. Processing a plant also returns the {{L|seed}}s needed to plant them as {{L|crop}}s.&lt;br /&gt;
&lt;br /&gt;
If the mill is built outside in a cold enough climate, the river freezing in winter will cause the mill wheel to freeze over, which will render it inoperable.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Metal&amp;diff=115015</id>
		<title>23a:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Metal&amp;diff=115015"/>
		<updated>2010-05-25T03:11:29Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars'''* of pure metal. It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses and/or {{L|Item value|value}}.&lt;br /&gt;
&lt;br /&gt;
There are 7 ores in Dwarf Fortress (plus {{L|raw adamantine}}).  While all but {{L|sphalerite}} can be smelted directly into metal bars, 3 special combinations can be smelted together to form the '''alloys''' {{L|bronze}}, {{L|brass}}, and {{L|electrum}}.  While brass has higher value than its components and bronze has both higher value and increased attack/defense power than its ingredients, using electrum results in no overall increase in utility or {{L|Wealth|created wealth}}.&lt;br /&gt;
&lt;br /&gt;
:''(* except {{L|adamantine}}, which produces &amp;quot;wafers&amp;quot; instead of bars)''&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Metals can be used to make a wide variety of objects. All metals (except pig iron) can be used to {{L|forge}} {{L|furniture}} or {{L|crafts}}, or to {{L|decorate}} (stud) other objects. Copper, bronze, iron, and steel can be used to forge {{L|weapon}}s, {{L|armor}}, crossbow {{L|bolts}}, {{L|ballista|ballista bolts}}, and {{L|trap}} components. Silver can be used to forge bolts and all weapons except {{L|pick}}s and {{L|crossbow}}s (although silver weapons do little damage and have no special effects at this time). All metals can also be fashioned into coins, although only copper, silver, gold, electrum, and platinum are used as currency.&lt;br /&gt;
&lt;br /&gt;
Iron, gold, platinum, and {{L|bituminous coal}} are only found beyond the {{L|chasm}}, but the other metals are abundant throughout the mountain. Raw ore is not usable directly (except sometimes by dwarves in {{L|strange mood}}s) but must be made into {{L|bar}}s at a {{L|smelter}}, a process requiring {{L|fuel}}: {{L|charcoal}}, {{L|coke}}, or {{L|magma}}.&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
{{Metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Adamantine}}|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}|ore={{L|Raw adamantine}}|wpn=x 5.00|other=Everything except beds|dens=?|val=300|valinc=}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Copper}}|color={{Tile|≡|6:0}}{{Tile|‼|4:6:0}}|ore={{L|Malachite}}|wpn=x 0.66|other=|dens=?|val=2|valinc=}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Gold}}|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}|ore={{L|Native gold}}|wpn=|other=|dens=?|val=30|valinc=}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Iron}}|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}|ore={{L|Hematite}}|wpn=x 1.00|other={{L|Anvil}}s|dens=?|val=10|valinc=}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Platinum}}|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}|ore={{L|Native platinum}}|wpn=|other=|dens=?|val=40|valinc=}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Silver}}|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}|ore={{L|Galena}} |wpn=x .50*|other=No {{L|pick}}s or {{L|crossbow}}s|dens=?|val=10|valinc=}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Tin}}|color={{Tile|≡|7:0}}{{Tile|‼|7:7:1}}|ore={{L|Cassiterite}}|wpn=|other=|dens=?|val=2|valinc=}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Zinc}}*|color=?|ore={{L|Sphalerite}}|wpn=|other=|dens=?|val=2|valinc=}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Brass}}|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}|ore={{L|Malachite}} + {{L|Sphalerite}}|wpn=|other=|dens=?|val=7|valinc=+5}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Bronze}}|color={{Tile|≡|6:0}}{{Tile|‼|4:6:0}}|ore={{L|Malachite}} + {{L|Cassiterite}}|wpn=x 0.75|other=|dens=?|val=5|valinc=+3}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Electrum}}*|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}?|ore={{L|Galena}} + {{L|Native gold}}|wpn=|other=|dens=?|val=20|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Pig iron}}|color={{Tile|≡|0:1}}|ore={{L|Iron}} bars + {{L|limestone}} + {{L|refined coal}}|wpn=|other=Only used to make steel|dens=?|val=10|valinc=+0}}&lt;br /&gt;
&lt;br /&gt;
{{Metal table row|name={{L|Steel}}|color={{Tile|≡|7:0}}{{Tile|‼|0:7:1}}|ore={{L|Hematite}} + {{L|Pig iron}} bars + {{L|limestone}} + {{L|refined coal}}|wpn=x 1.33|other={{L|Anvil}}s|dens=?|val=30|valinc=+20}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:*'''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::''*Zinc cannot be smelted from sphalerite under normal conditions. However, a dwarf with a {{L|strange mood}} might create an artifact out of zinc.''&lt;br /&gt;
::''*Electrum cannot be smelted until the {{L|Dungeon Master}} arrives.''&lt;br /&gt;
:*'''Weapons/Armor''' is the damage/blocking multiplier for weapons and armor in combat. Unless otherwise noted, any metal that can be used for weapons can also be used to make ammo, picks, and crossbows.&lt;br /&gt;
::''*Silver has a 50% armor multiplier, but can't voluntarily be used to make armor. However, a dwarf with a {{L|strange mood}} might forge armor out of any material, including silver.''&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Difference''' indicates the difference between the average {{L|value}} of the alloy versus the value of the individual bars that would have been produced from smelting the ores directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:Metals]][[Category:Materials]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Malachite&amp;diff=115014</id>
		<title>23a:Malachite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Malachite&amp;diff=115014"/>
		<updated>2010-05-25T03:10:34Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{23a Ore|name=Malachite|tile=£|color=2:7:0&lt;br /&gt;
|uses = &lt;br /&gt;
* {{L|Ore}} of {{L|copper}}&lt;br /&gt;
* Smelting {{L|bronze}} and {{L|brass}}&lt;br /&gt;
|location = Anywhere in the mountain}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''You have struck copper ore.''&lt;br /&gt;
&lt;br /&gt;
'''Malachite''' is an {{L|ore}} of {{L|copper}}. It can also be {{L|smelter|smelted}} into {{L|bronze}} and {{L|brass}} using {{L|cassiterite}} and {{L|sphalerite}}, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malachite&amp;quot; is also the name of the fifth month of the dwarven [[calendar]], covering mid-Summer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:9135 - Milano - Museo storia naturale - Malachite - Foto Giovanni Dall'Orto 22-Apr-2007.jpg|Malachite&lt;br /&gt;
File:Malachit getupft.jpg|Smooth malachite&lt;br /&gt;
File:Ermitáž (32).jpg|Malachite vase&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{23a Rocks}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Magma_man&amp;diff=115013</id>
		<title>23a:Magma man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Magma_man&amp;diff=115013"/>
		<updated>2010-05-25T03:09:49Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Magma man|symbol=M|color=4:0:1|bones=N/A|fat=N/A|skin=N/A|skulls=N/A|chunks=N/A|meat=N/A|wiki=no|biome=* {{L|Magma flow}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magma men''' (similar to {{L|fire man|fire men}}) are very dangerous creatures made entirely of {{L|magma}} and are native to magma areas, but can occasionally spring forth to attack your {{L|metalsmith}}s. They are very hot and they have burning punches. They feel no pain and cannot bleed to death. Magma men have the {{L|Building destroyer|Building Destroyer 2}} tag, which means that doors, floodgates, and workshops are vulnerable to their rampage, potentially leading to disasterous magma floods.&lt;br /&gt;
&lt;br /&gt;
When they die, they leave a chunk of {{L|obsidian}} usable by your masons or craftsdwarves.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Longland_grass&amp;diff=115012</id>
		<title>23a:Longland grass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Longland_grass&amp;diff=115012"/>
		<updated>2010-05-25T03:09:34Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{Shrub|color=6:0:1|character=τ|name=Longland grass|cookable=If milled|alcohol={{L|Longland beer}}|spring=1|summer=1|autumn=1|winter=1|habitat=Forest|uses=&lt;br /&gt;
* {{L|Flour}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Longland grass''' is the outdoor equivalent of {{L|cave wheat}}, having the same exact products and same value in every case. It can be brewed to make {{L|longland beer}}. You can collect them by {{L|Gathering plants}}.&lt;br /&gt;
&lt;br /&gt;
Milling or brewing will yield '''longland grass seeds''', which are useful only as extra ingredients in {{L|prepared meal}}s.&lt;br /&gt;
&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Drink value: 2&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Plants}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Limestone&amp;diff=115010</id>
		<title>23a:Limestone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Limestone&amp;diff=115010"/>
		<updated>2010-05-25T03:08:05Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{Mineral|name=Limestone|tile=█|color=7:0:1|itemcolor=7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Mason's workshop|Masonry}}&lt;br /&gt;
* {{L|Craftsdwarf's workshop|Stone crafting}}&lt;br /&gt;
* {{L|Building|Construction}}&lt;br /&gt;
* {{L|Flux}}&lt;br /&gt;
|location = Lining the {{L|cave river}}&lt;br /&gt;
|properties =&lt;br /&gt;
* Light stone&lt;br /&gt;
* {{L|Material value}} 2}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Limestone''' is a light {{L|stone}} and is worth twice as much as ordinary stone when made into furniture or crafts. It is also a {{L|flux}} stone, used in the production of both {{L|pig iron}} and {{L|steel}} bars. Limestone can be found in abundance in a narrow strip on either side of the {{L|cave river}} and in smaller clusters strewn throughout the mountain.&lt;br /&gt;
&lt;br /&gt;
To increase the efficiency of your steel-making operations, you should create custom stone {{L|stockpile}}s near your {{L|smelter}}s which accept only limestone.&lt;br /&gt;
&lt;br /&gt;
If you have your craftsdwarves make light stone crafts, you may have a problem keeping your limestone from being used for that purpose. One way to prevent this is to create a custom stockpile near your {{L|craftsdwarf's workshop}}s which accepts only marble and moonstone; craftsdwarves will use the stone closest to them and ignore more distant limestone. Another way to protect your limestone is to use it to make temporary rough rock bridges and roads; later, when you want the limestone, you can tear up the bridges and roads and reuse the stone. You can also limit your craftsdwarves to crafting dark stone only. &lt;br /&gt;
&lt;br /&gt;
Note that limestone {{L|block}}s cannot be used in the production of pig iron or steel.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{23a Rocks}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Labor&amp;diff=115009</id>
		<title>23a:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Labor&amp;diff=115009"/>
		<updated>2010-05-25T03:07:46Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
A {{L|dwarf}}'s '''labor''' preferences define the tasks that he or she will do, whether it is {{L|hauling}}, {{L|mining}}, {{L|farming}}, {{L|hunting}}, {{L|crafts|craftsworking}}, erecting {{L|buildings}}, or any of dozens of other tasks. For instance, a dwarf with the {{L|wood cutting}} labor enabled will cut down {{L|trees}} whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, {{k|v}}iew the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
The {{L|mining}} and {{L|wood cutting}} labors require the dwarf to pick up and wield a {{L|pick}} or {{L|battleaxe}}, respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
Note that a labor is '''not''' a {{L|job}}. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do the job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
== Default labors ==&lt;br /&gt;
&lt;br /&gt;
All new arrivals at the fortress (including your initial seven dwarves) will have all the {{L|hauling}} jobs turned on by default, as well as several other labors if they have a specific profession.  The additional default labors for each profession are:&lt;br /&gt;
&lt;br /&gt;
(''Note: this is slightly incomplete/out of date'')&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Profession''' || '''Labors'''&lt;br /&gt;
|-&lt;br /&gt;
| All ||&lt;br /&gt;
* {{L|Health Care}}&lt;br /&gt;
* Stone {{L|Hauling}}&lt;br /&gt;
* Wood Hauling&lt;br /&gt;
* Item Hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food Hauling&lt;br /&gt;
* Refuse Hauling&lt;br /&gt;
* Furniture Hauling&lt;br /&gt;
* Animal Hauling&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
|-&lt;br /&gt;
| Miner ||&lt;br /&gt;
* {{L|Mining}}&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter ||&lt;br /&gt;
* {{L|Wood Cutting}}&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Crossbow-making}}&lt;br /&gt;
* {{L|Siege Engineering}}&lt;br /&gt;
|-&lt;br /&gt;
| Mason ||&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Stone Detailing}}&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
|-&lt;br /&gt;
| Trapper ||&lt;br /&gt;
* {{L|Animal Training}}&lt;br /&gt;
* {{L|Animal Care}}&lt;br /&gt;
* {{L|Hunting}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith ||&lt;br /&gt;
* {{L|Furnace Operating}}&lt;br /&gt;
* {{L|Metalsmithing}}&lt;br /&gt;
|-&lt;br /&gt;
| Jeweler ||&lt;br /&gt;
* {{L|Jeweler|Jeweling}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf ||&lt;br /&gt;
* {{L|Leatherworking}}&lt;br /&gt;
* {{L|Craftsworking}}&lt;br /&gt;
* {{L|Glassmaking}}&lt;br /&gt;
* {{L|Weaving}}&lt;br /&gt;
* {{L|Clothesmaking}}&lt;br /&gt;
|-&lt;br /&gt;
| Fisherdwarf ||&lt;br /&gt;
* {{L|Fish Cleaning}}&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer ||&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Tanning}}&lt;br /&gt;
* {{L|Farming (Fields)}}&lt;br /&gt;
* {{L|Dyeing}}&lt;br /&gt;
* {{L|Alchemy}}&lt;br /&gt;
* {{L|Ashery Operating}}&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
* {{L|Brewing}}&lt;br /&gt;
* {{L|Farming (Workshop)}}&lt;br /&gt;
* {{L|Plant Gathering}}&lt;br /&gt;
* {{L|Cooking}}&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic ||&lt;br /&gt;
* {{L|Mechanics}}&lt;br /&gt;
|-&lt;br /&gt;
| None ||&lt;br /&gt;
* {{L|Siege Operating}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Labors and skills ==&lt;br /&gt;
&lt;br /&gt;
Each labor may have several sub-{{L|skills}} associated with it, and may be needed to perform a variety of different tasks.  The following is a list of labors, their associated skills, and where those tasks will be performed:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Profession''' || '''Labor''' || '''Associated skills''' || '''Associated buildings'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner || {{L|Mining}} || {{L|Miner}} || &lt;br /&gt;
*''designated walls, {{L|ore}} veins, or {{L|gem}} clusters''&lt;br /&gt;
* build {{L|channel}}s, {{L|well}}s, {{L|floodgate}}s&lt;br /&gt;
|-&lt;br /&gt;
| - || {{L|Wood Cutting}} || {{L|Wood Cutter}} || &lt;br /&gt;
*''designated {{L|trees}}''&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter || {{L|Carpentry}} || {{L|Carpenter}} || &lt;br /&gt;
*{{L|Carpenter's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| Mason || {{L|Masonry}} || {{L|Mason}} ||&lt;br /&gt;
*{{L|Mason's Workshop}}&lt;br /&gt;
*''{{L|stone}} and {{L|glass}} structure construction ({{L|bridges}}, etc.)''&lt;br /&gt;
|-&lt;br /&gt;
| Mason || {{L|Stone Detailing}} || {{L|Engraver}} ||&lt;br /&gt;
*''designated walls or floors''&lt;br /&gt;
|-&lt;br /&gt;
| Trapper || {{L|Animal Training}} || {{L|Animal Trainer}} ||&lt;br /&gt;
*{{L|Kennels}}&lt;br /&gt;
|-&lt;br /&gt;
| Trapper || {{L|Animal Care}} || {{L|Animal Caretaker}} ||&lt;br /&gt;
*''any wounded tame animal''&lt;br /&gt;
|-&lt;br /&gt;
| - || Health Care || - ||&lt;br /&gt;
*''any wounded dwarf''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Fisherdwarf ||rowspan=&amp;quot;2&amp;quot;| {{L|Fish Cleaning}} || {{L|Fish Dissector}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*{{L|Fishery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Fish Cleaner}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Butchery}} || {{L|Butcher}} ||&lt;br /&gt;
*{{L|Butcher's Shop}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Leatherworking}} || {{L|Leatherworker}} ||&lt;br /&gt;
*{{L|Leather Works}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Tanning}} || {{L|Tanner}} ||&lt;br /&gt;
*{{L|Tannery}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Farming (Fields)}} || {{L|Grower}} ||&lt;br /&gt;
*{{L|Farm Plot}}&lt;br /&gt;
|-&lt;br /&gt;
| Fisherdwarf || {{L|Fishing}} || {{L|Fisherdwarf}} ||&lt;br /&gt;
*''any river/pond''&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Dyeing}} || {{L|Dyer}} ||&lt;br /&gt;
*{{L|Dyer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Farmer ||rowspan=&amp;quot;2&amp;quot;| {{L|Alchemy}} || {{L|Alchemist}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*{{L|Alchemist's Laboratory}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soaper}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith || {{L|Furnace Operating}} || {{L|Furnace Operator}} ||&lt;br /&gt;
*{{L|Smelter}}&lt;br /&gt;
*{{L|Magma Smelter}}&lt;br /&gt;
*{{L|Kiln}}&lt;br /&gt;
*{{L|Magma Kiln}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Wood Burning}} || {{L|Wood Burner}} ||&lt;br /&gt;
*{{L|Wood Furnace}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Farmer ||rowspan=&amp;quot;2&amp;quot;| {{L|Ashery Operating}} || {{L|Lye Maker}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*{{L|Ashery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Potash Maker}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Metalsmith ||rowspan=&amp;quot;4&amp;quot;| {{L|Metalsmithing}} || {{L|Weaponsmith}} ||rowspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
*{{L|Metalsmith's Forge}}&lt;br /&gt;
*{{L|Magma Forge}}&lt;br /&gt;
*''{{L|metal}} structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metal Crafter}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Jeweler ||rowspan=&amp;quot;2&amp;quot;| {{L|Jeweling}} || {{L|Gem Cutter}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
* {{L|Jeweler's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Jeweler}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Craftsdwarf ||rowspan=&amp;quot;3&amp;quot;| {{L|Craftsworking}} || {{L|Bone Carver}} ||rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*{{L|Craftsdwarf's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone Crafter}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood Crafter}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf || {{L|Glassmaking}} || {{L|Glassmaker}} ||&lt;br /&gt;
*{{L|Glass Furnace}}&lt;br /&gt;
*{{L|Magma Glass Furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter || {{L|Siege Engineering}} || {{L|Engineer}} ||&lt;br /&gt;
*{{L|Siege Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| - || {{L|Siege Operating}} || {{L|Operator}} ||&lt;br /&gt;
*{{L|Ballista}} or {{L|Catapult}}&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic || {{L|Mechanics}} || {{L|Mechanic}} ||&lt;br /&gt;
*{{L|Mechanic's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter || {{L|Crossbow-making}} || {{L|Bowyer}} ||&lt;br /&gt;
*{{L|Bowyer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf || {{L|Weaving}} || {{L|Weaver}} ||&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf || {{L|Clothesmaking}} || {{L|Clothes Maker}} ||&lt;br /&gt;
*{{L|Clothier's shop}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Milling}} || {{L|Miller}} ||&lt;br /&gt;
*{{L|Mill}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Trapper ||rowspan=&amp;quot;2&amp;quot;| {{L|Hunting}} || {{L|Ambusher}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*''outdoors''&lt;br /&gt;
|-&lt;br /&gt;
|''weapon skill''&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Brewing}} || {{L|Brewer}} ||&lt;br /&gt;
*{{L|Still}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Plant Gathering}} || {{L|Herbalist}} ||&lt;br /&gt;
*''designated {{L|shrubs}}''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Farmer ||rowspan=&amp;quot;3&amp;quot;| {{L|Farming (Workshop)}} || {{L|Thresher}} ||rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*{{L|Farmer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cheese Maker}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Milker}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Cooking}} || {{L|Cook}} ||&lt;br /&gt;
*{{L|Kitchen}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Trapper ||rowspan=&amp;quot;2&amp;quot;| {{L|Trapping}} || {{L|Trapper}} ||&lt;br /&gt;
*''outdoors or indoors''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Animal Dissector}} ||&lt;br /&gt;
*{{L|Butcher's Shop}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Stone Hauling || - ||&lt;br /&gt;
*Stone/Ore {{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Wood Hauling || - ||&lt;br /&gt;
*Wood {{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Item Hauling || - ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Burial || - ||&lt;br /&gt;
*Graveyard {{L|Stockpile}}&lt;br /&gt;
*{{L|Coffin}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Food Hauling || - ||&lt;br /&gt;
*Food {{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Refuse Hauling || - ||&lt;br /&gt;
*Refuse {{L|Stockpile}}&lt;br /&gt;
*{{L|Chasm}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Furniture Hauling || - ||&lt;br /&gt;
*Furniture {{L|Stockpile}}&lt;br /&gt;
*''building location''&lt;br /&gt;
|-&lt;br /&gt;
| - || Animal Hauling || - ||&lt;br /&gt;
*Animal {{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Cleaning || - ||&lt;br /&gt;
*''blood/ichor/vomit''&lt;br /&gt;
|-&lt;br /&gt;
| - || {{L|Architecture}} || {{L|Building Designer}} ||&lt;br /&gt;
*''{{L|road}} construction''&lt;br /&gt;
*''{{L|bridge}} construction''&lt;br /&gt;
*''{{L|furnace}} construction''&lt;br /&gt;
*''{{L|well}} construction''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ? ||rowspan=&amp;quot;2&amp;quot;| {{L|Adamantine Extraction}} || {{L|Adamantine Extractor}} ||&lt;br /&gt;
*{{L|Craftsdwarf's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Adamantine Smelter}} ||&lt;br /&gt;
*{{L|Magma Smelter}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ? ||rowspan=&amp;quot;2&amp;quot;| {{L|Adamantine Working}} || {{L|Adamantine Weaver}} ||&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Adamantine Worker}} ||&lt;br /&gt;
*{{L|Metalsmith's Forge}}&lt;br /&gt;
*{{L|Magma Forge}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other professions ==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
{{L|Soldiers}} (including those in the {{L|Royal Guard}} and {{L|Fortress Guard}}) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time {{L|sparring}} in the {{L|barracks}} (if you have built any) or shooting at {{L|archery target}}s (if they are armed with a {{L|crossbow}}).  Soldiers will grow progressively unhappier if they remain on duty for too long.&lt;br /&gt;
&lt;br /&gt;
=== Noble endeavors and child labor ===&lt;br /&gt;
{{L|Nobles}} and {{L|children}} cannot be assigned any labors, although there are a small number of jobs they will do.  These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:&lt;br /&gt;
&lt;br /&gt;
* {{L|Harvest}} Plants (if you have &amp;quot;All Dwarves Harvest&amp;quot; set on the ['''o''']rders menu)&lt;br /&gt;
* Pull a {{L|Lever}}&lt;br /&gt;
* Move Item to {{L|Trade Depot}}&lt;br /&gt;
* Move Item to {{L|Shop}}&lt;br /&gt;
* Confine animals to (or release them from) {{L|cage}}s/{{L|restraint}}s&lt;br /&gt;
* Clean Trap (when a {{L|Trap#Weapon traps|weapon trap}} has a creature stuck in it)&lt;br /&gt;
* Fill a {{L|Pond}}&lt;br /&gt;
&lt;br /&gt;
Periodically enabling &amp;quot;All Dwarves Harvest&amp;quot; for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested {{L|crops}} which are threatening to wither.&lt;br /&gt;
&lt;br /&gt;
== Get back to work ==&lt;br /&gt;
===On Break===&lt;br /&gt;
Often dwarves will not work at all.  They must periodically sleep, eat, and drink, and will sometimes go &amp;quot;On Break&amp;quot;.  If you do not supply them with {{L|alcohol}}, they will go on break far more often.  &lt;br /&gt;
===Attend Party===&lt;br /&gt;
If you have built any {{L|statue garden}}s, {{L|meeting hall}}s, or {{L|zoo}}s, dwarves may occasionally &amp;quot;Attend Party&amp;quot; and meet with other partygoing dwarves in these rooms.  Whether this is done in place of being &amp;quot;On Break&amp;quot; is not known. Regardless, a party can be ended by &amp;quot;free&amp;quot;-ing the room at the Set Building Tasks screen (&amp;quot;q&amp;quot;); The dwarves are reset to &amp;quot;No Job&amp;quot; and resume work.&lt;br /&gt;
&lt;br /&gt;
===No Job===&lt;br /&gt;
If dwarves are listed as having &amp;quot;No Job&amp;quot;, they may be &amp;quot;between jobs&amp;quot;, and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task.  Tasks themselves may be held up by various things, including:&lt;br /&gt;
&lt;br /&gt;
*Job-related materials are unavailable or unreachable (this is usually {{L|announcements|announced}})&lt;br /&gt;
*One or another material is set to be &amp;quot;ignored&amp;quot; on the {{L|orders}} screen&lt;br /&gt;
*A backlog of unperformed {{L|hauling}} tasks, causing all items to be inaccessible&lt;br /&gt;
*All relevant jobs being in {{L|suspend}}ed status; suspended jobs must always be restarted manually&lt;br /&gt;
&lt;br /&gt;
If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).&lt;br /&gt;
&lt;br /&gt;
===Other non-productive tasks===&lt;br /&gt;
Dwarves will also periodically do a variety of other less than productive tasks.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Check Chest&amp;quot; jobs are generated when there is a {{L|container}} or {{L|cabinet}} installed in an unassigned room.&lt;br /&gt;
*&amp;quot;Pickup Equipment&amp;quot; is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new {{L|weapons}} or {{L|armor}} or need a {{L|pick}} or {{L|battle axe}} for mining and wood cutting jobs.&lt;br /&gt;
*&amp;quot;Store Owned Item&amp;quot; occurs when dwarves have both an object they {{L|ownership|own}} (such as {{L|coins}} or discarded shoes) and a room to store it in.&lt;br /&gt;
*&amp;quot;Go Shopping&amp;quot; occurs when a dwarf needs a new piece of clothing post {{L|economy}}.  Sometimes they will also just feel like buying a new trinket.  Requires a {{L|shop}}.&lt;br /&gt;
&lt;br /&gt;
=== Strange mood ===&lt;br /&gt;
Dwarves may spontaneously go into {{L|strange mood}}s.&lt;br /&gt;
Dwarves may become {{L|Melancholy}}, {{L|Berserk}}, or {{L|Insane}}.  This is usually the outcome of a &amp;quot;failed&amp;quot; strange mood, and is never curable.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
Very Unhappy or Miserable dwarves will often {{L|tantrum}}.  This can be caused by the destruction of one of a dwarf's {{L|masterpiece}}s.&lt;br /&gt;
===Rest (from injury)===&lt;br /&gt;
Severely {{L|wounds|injured}} dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to &amp;quot;Rest&amp;quot;, where they will stay until their wounds recover.  However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show &amp;quot;No Job&amp;quot;, or sometimes they will get out of bed and tantrum instead.  Dwarves with the {{L|Health Care}} labor turned on will bring them water in a {{L|bucket}} to keep them from dehydrating and food to keep them from starvation.&lt;br /&gt;
&lt;br /&gt;
== Other oddities ==&lt;br /&gt;
&lt;br /&gt;
* Pickup Equipment -- applies to soldiers or hunters changing weapons, or into a different armor level, or to pick up waterskins, backpacks, or quivers; also applies to miners and woodcutters picking up picks/axes.&lt;br /&gt;
* Constructing roads (once {{L|architecture|designed}}) -- I had an idle dwarf with &amp;quot;Farming (Fields)&amp;quot;  and no other labors.  When I added &amp;quot;Cleaning&amp;quot;, he walked off to build a road.  It's not clear which dwarves will build roads and which won't.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Gold&amp;diff=115008</id>
		<title>23a:Gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Gold&amp;diff=115008"/>
		<updated>2010-05-25T03:07:30Z</updated>

		<summary type="html">&lt;p&gt;Manslay: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{23a Metal|color=6:1|fcolor=6:6:1|name=Gold|ore1=£|ore1tile=*|&lt;br /&gt;
ore1color=6:7:1|ore1tilecolor=6:1|&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Native gold}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 30&lt;br /&gt;
* {{L|Coin}} value 15☼&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Craft}}s&lt;br /&gt;
* {{L|Coins}}&lt;br /&gt;
* {{L|Furniture}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gold''' is a mineral found in veins between the {{L|chasm}} and the {{L|magma}} river. Gold nuggets can be processed into gold bars by a smelter. Gold can be fashioned into coins, furniture, and metal crafts. Gold is more valuable than {{L|silver}}, and is less valuable than {{L|platinum}}.&lt;br /&gt;
&lt;br /&gt;
Gold can also be used with silver to form an alloy known as {{L|electrum}} once the {{L|Dungeon Master}} {{L|noble}} has arrived.&lt;/div&gt;</summary>
		<author><name>Manslay</name></author>
	</entry>
</feed>