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	<updated>2026-05-27T06:31:22Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grate&amp;diff=119910</id>
		<title>v0.31 Talk:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grate&amp;diff=119910"/>
		<updated>2010-07-01T03:15:59Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Created page with '==Forgotten Beast Herding== Word on the street is that since Forgotten Beasts destroy grates instead of stepping on them, putting floor grates over pits will prevent non-flying f…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Forgotten Beast Herding==&lt;br /&gt;
Word on the street is that since Forgotten Beasts destroy grates instead of stepping on them, putting floor grates over pits will prevent non-flying forgotten beasts from crossing that pit.  Can anyone confirm this? --[[User:Mzbundifund|Mzbundifund]] 10:13, 30 June 2010&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=94146</id>
		<title>v0.31:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=94146"/>
		<updated>2010-04-17T05:31:36Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: /* Cavern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, '''creatures''' are defined as any (for the sake of this article, non-{{L|vermin}}) beings you can interact with. They come in all shapes and sizes, and range from the civilized races like {{L|dwarf|dwarves}} to evil monsters like {{L|giant cave spider|giant cave spiders}}. Various creatures will interact with your fortress in many different ways.&lt;br /&gt;
&lt;br /&gt;
See also: [[Animals]]&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The size of the creature at it's adult age. This can be anywhere from 5,000 ([[stingray]], [[cat]]) to 25,000,000 ([[dragon]]). Equals more or less the creature's weight in grams.&lt;br /&gt;
&lt;br /&gt;
'''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
&lt;br /&gt;
'''Locations:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====&amp;lt;small&amp;gt;Main Races&amp;lt;/small&amp;gt;====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o PLACE A CREATURE IN ~MULTIPLE~ CATEGORIES IF THEY FIT INTO THEM (with the exception of Hidden Fun Stuff)&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dwarf}}|symbol=☺|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elf}}|symbol=E|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Forest retreats|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|goblin}}|symbol=g|color=7:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Dark fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|human}}|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=Towns and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|kobold}}|symbol=k|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Trading race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races is randomized for every game world.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Animalman Races&amp;lt;/small&amp;gt;====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|antman}}|symbol=a|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=4 castes}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|batman}}|symbol=b|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|amphibian man}}|symbol=a|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=20000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|reptile man}}|symbol=r|color=2:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|serpent man}}|symbol=s|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50000|value=Not tameable|biome=Underground|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|olmman}}|symbol=o|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave swallow man}}|symbol=s|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave fish man}}|symbol=f|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether a animalman civilization is hostile with you or not is randomized for each one you find.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--I am not sure about hostility. A antmen colony I found was hostile but I heard some others are not hostile. Maybe its random? Needs testing. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Domestic Animals&amp;lt;/small&amp;gt;====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cat}}|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cow}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dog}}|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|donkey}}|symbol=D|color=6:0:0|food=Yes|hostile=No|size=30,0000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|horse}}|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mule}}|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|wagon}}|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see {{L|wagon|article}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
====&amp;lt;small&amp;gt;Megabeasts&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bronze colossus}}|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dragon}}|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hydra}}|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Semi-Megabeasts&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cyclops}}|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ettin}}|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant}}|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|minotaur}}|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Nonexistant&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|centaur}}|symbol=C|color=6:0:0|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|chimera}}|symbol=C|color=2:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|griffon}}|symbol=G|color=7:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
====&amp;lt;small&amp;gt;Mountain&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dark gnome}}|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|value=|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant eagle}}|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hoary marmot}}|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mountain gnome}}|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|value=|biome=Mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mountain goat}}|symbol=g|color=7:0:1|food=Yes|hostile=No|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Tundra&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elk}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra, grassland, and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Glacier&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Desert&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|nightwing}}|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Savanna&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Grassland&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Shrubland&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elephant}}|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater Marsh&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Saltwater Marsh&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater Swamp&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Saltwater Swamp&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Forest and Taiga&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elephant}}|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elk}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra, grassland, and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|foul blendec}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grizzly bear}}|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|strangler}}|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
====&amp;lt;small&amp;gt;Magma&amp;lt;/small&amp;gt;====&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|fire imp}}|symbol=i|color=6:0:1|food=Yes|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|fire man}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|magma crab}}|symbol=C|color=0:0:1|hostile=No|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten basalt}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|magma man}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Cavern&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blind cave ogre}}|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave blob}}|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave crocodile}}|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|creeping eye}}|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|drunian}}|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=caverns|note=steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elk bird}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|floating guts}}|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant cave spider}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=100,000|value=2500|biome=Caverns|note=Spins/throws [[web|webs]] and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|jabberer}}|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|troll}}|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|voracious cave crawler}}|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
====&amp;lt;small&amp;gt;Ocean&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|angel shark}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|basking shark}}|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blacktip reef shark}}|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blue shark}}|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bluefin tuna}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bluefish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bull shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cod}}|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|coelacanth}}|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|common skate}}|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|conger eel}}|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|frill shark}}|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant grouper}}|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|great barracuda}}|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|great white shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|halibut}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hammerhead shark}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|longfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|manta ray}}|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|nurse shark}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ocean sunfish}}|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|opah}}|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|shortfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|spiny dogfish}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|spotted wobbegong}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|swordfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|tiger shark}}|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|walrus}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whale}}|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whale shark}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whitetip reef shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|leechman}}|symbol=l|color=0:0:1|hostile=yes|food=Yes|size=50,000|value=Not tameable|biome=freshwater lakes|note=no bones, sucks blood}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Fun Stuff==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
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{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|demon}}|symbol=&amp;amp;|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=N/A|biome={{l|Eerie cavern|Eerie caverns}}|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|forgotten beast}}|symbol=N/A|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=N/A|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|titan}}|symbol=N/A|color=7:0:1|food=N/A|hostile=N/A|size=N/A|value=N/A|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6532</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6532"/>
		<updated>2008-11-25T22:15:21Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Weapon traps only jam when scoring kills, added information about mechanism quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch [[vermin]], see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' unconscious creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor or the [[mechanics]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]].  &lt;br /&gt;
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Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms.  Weapon traps are more accurate the better their mechanism.  Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon.  If you manage to get an artifact [[mechanism]], stuff it with as many weapons as possible!&lt;br /&gt;
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Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
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:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
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==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.&lt;br /&gt;
&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the creature captured in the cage will have no effect on the cage itself (a caged [[fire imp]] will not burn down a wooden cage, for example).&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals for use in the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
===Berserk dwarves===&lt;br /&gt;
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes).  Captured dwarves, like any creature, will not die as long as they are stored in a cage, and relationships others have with these dwarves are maintained.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], creating sacrificial altars (blood for the blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_detailing&amp;diff=28973</id>
		<title>40d Talk:Stone detailing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_detailing&amp;diff=28973"/>
		<updated>2008-02-10T23:37:46Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: weighing in...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Calling the process tedious and adding opinion really violates the whole idea behind a wiki voice and wiki style. Just my .02 since you asked for more than one opinion in your comment when you reverted Maximus's edit. (Executive Summary: Maximus had the right idea.) --[[User:Vanan|Vanan]] 02:42, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I agree, the columns should be neutral. I for one find Stone Detailing useful. --[[User:Jackard|Jackard]] 04:40, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I suppose it could be called &amp;quot;time-consuming&amp;quot;, rather than &amp;quot;tedious&amp;quot;, which may preserve the original intent while seeming more neutral. And it does seem time-consuming at lower skill levels, whether it's useful or not. (I know my just-immigrated Engraver's been smoothing the same 10x15 area for roughly a year.) Haven't built up a legendary Engraver yet, so I don't know how much faster it'll eventually get. The &amp;quot;one dwarf in 20 should have Engraving&amp;quot; recommendation does seem like it might be a little high to me, but then again, I guess I don't prioritize stone detailing the way some other players must. --[[User:Brent Not Broken|Brent Not Broken]] 09:33, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I reworded the one in 20 sentence to &amp;quot;Some players assign about one dwarf in 20 to this labor.&amp;quot; but it still seems out of place to me. Everyone plays the game differently, they can figure out their own needs for it. I for one just assign all my incoming immigrants, and all my peasants to it. --[[User:Turgid Bolk|Turgid Bolk]] 14:04, 24 November 2007 (EST)&lt;br /&gt;
::::&amp;quot;Some players assign about one dwarf in 20 to this labor.&amp;quot; - well, with what result? do those players engrave everything? everything important? what is important? i reworded a bit, but some detailed example(s) would really be helpful. --[[User:Koltom|Koltom]] 01:21, 10 February 2008 (EST)&lt;br /&gt;
:::::As a 'detailed' example (hah!), I smooth absolutely everything, and then engrave areas that add to room value and happiness (dining rooms, bedrooms, etc.), and I never have more than one engraver.  Once you get up to around Professional or Great levels of engraver skill, hundreds of tiles can be smoothed or engraved in a single season, even factoring food/drink breaks.  So I don't think one dwarf in twenty is necessary, I don't think more than one dwarf period is necessary.  Since constructions can't be smoothed or detailed, forts relying on external construction have even less need for a lot of engravers.  Smoothing and engraving does add to room value and aesthetic appeal of a fort though, I often design my rooms in order to be attractive when engraved.  [[User:Mzbundifund|Mzbundifund]] 05:31, 10 February 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cleaning&amp;diff=32609</id>
		<title>40d:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cleaning&amp;diff=32609"/>
		<updated>2007-12-21T01:17:32Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: I made a page about cleaning.  I predict it will rarely be referenced.  But a couple pages had dead links here, so I made something for them to link to.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleaning is a [[labor]] that allows your dwarves to take cleaning [[skill|job]]s.&lt;br /&gt;
&lt;br /&gt;
Cleaning jobs remove [[blood]], [[vomit]], [[ichor]], [[water]], used [[bolt]]s and [[siege engine|ammunition]] from the floor and walls of your fortress.  Cleaning will not move [[corpse]]s, [[body part]]s, or dead [[vermin]], that task requires the [[hauling|refuse hauling]] labor.&lt;br /&gt;
&lt;br /&gt;
Dwarves will only clean [[subterranean]] areas of the fortress, as [[above ground]] areas will clean automatically at the turn of every season.&lt;br /&gt;
&lt;br /&gt;
A dwarf who decides to clean will stand on the space to be cleaned for a moment, and that tile and all adjacent tiles will be cleaned.&lt;br /&gt;
&lt;br /&gt;
While cleaning must be activated in the labor preferences, it does not raise any skill, nor does cleaning rely on any skill to determine the speed or effectiveness with which it is done.&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25795</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25795"/>
		<updated>2007-12-19T03:31:45Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Removed communal design, as rooms are now zoned in squares, not diamonds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(See also [[Design strategies]])&lt;br /&gt;
{{old|0.23.130.23a}}&lt;br /&gt;
There are many ways to design the layout of bedrooms. Designs must consider simplicity and ease of designating, efficiency, and aesthetics. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to noise should also be considered.&lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000432 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
== T shaped design ==&lt;br /&gt;
&lt;br /&gt;
T shaped designs, also called triangle designs, are efficient, but are not separated by impassible walls.  While this doesn't bother the dwarves, it does somewhat void the aesthetic purpose of having individual walled off rooms.  This kind of design usually ends up very ugly once the player begins to smooth the surfaces as this will result as mostly &amp;quot;O&amp;quot;'s for pillar everywhere, a concept hard to grasp for the eye in an already symbol rich ASCII world.&lt;br /&gt;
&lt;br /&gt;
[[image:Tshaped-smooth(Novocain).png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Tshaped-plan(Raynard).png]] [[image:Tshaped-smooth(Raynard).png]]&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree to say that they are the most incredible of all the designs around, if not the for the sheer challenge of successfully executing something as complex, then for the extra touch it give to the whole fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard_square_delight2.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=32424</id>
		<title>40d:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=32424"/>
		<updated>2007-12-18T22:58:16Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: No alcohol, though&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Waterskins''' are made at a [[Leather works]] from any form of [[Leather]].  [[Soldier]]s can be ordered to carry [[water]] using their waterskins from their specific squad menu.  This is useful because they will not have to leave their post to get a drink for an extended period of time.  This can also be bad because they will only fill their skin with water, and eventually will become unhappy due to [[alcohol]] deprivation.&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Menacing_spike&amp;diff=20624</id>
		<title>40d:Menacing spike</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Menacing_spike&amp;diff=20624"/>
		<updated>2007-12-15T00:39:15Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Fixed grammar, added links, added damage comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The menacing spike is a [[Weapon#Trap weapon statistics|trap component]], which means that it can be mounted in [[Trap#Weapon_trap|weapon traps]] but cannot be wielded directly.&lt;br /&gt;
&lt;br /&gt;
The menacing spike deals less damage than other trap components when mounted in weapon traps, but can also be mounted in [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently than do [[Trap#Weapon_trap|weapon traps]].  Its high critical boost makes it a decent choice against enemies with impale-able internal organs, although the [[spiked ball]]'s triple attack tends to have a higher chance to impale, despite the lower critical boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
&amp;amp;Dagger; ''This trap component is a spike and can also be used in upright spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on [[weapon]]s, [[Weapon#Trap_weapon_statistics|trap weapon statistics]], [[Weapon#Material_Damage_Effects|material damage effects]], or [[Weapon#Item_quality|item quality]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Enormous_corkscrew&amp;diff=6420</id>
		<title>40d:Enormous corkscrew</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Enormous_corkscrew&amp;diff=6420"/>
		<updated>2007-12-15T00:31:29Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Added chart and comment about damage potential.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enormous corkscrews can be used as components in [[Trap]]s as well as [[Screw pump]]s.&lt;br /&gt;
They are created out of wood at the [[Carpenter|Carpenter's workshop]] or out of metal at a [[Metalsmith's forge|forge]].&lt;br /&gt;
&lt;br /&gt;
While the enormous corkscrew does the least damage of any [[Weapon#Trap weapon statistics|trap component]], it has the highest critical boost, giving it the highest chance of instantly destroying its' targets' vital organs, resulting in an instant kill.  Since the enormous corkscrew is needed to create [[screw pump]]s, many players recycle the corkscrews from unneeded screw pumps into serviceable weapon traps.  Those interested in more lethal weapon traps should invest in some [[spiked ball]]s or [[large, serrated disc]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Enormous corkscrew''' || 100&amp;amp;dagger; || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Spiked_ball&amp;diff=20633</id>
		<title>Spiked ball</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Spiked_ball&amp;diff=20633"/>
		<updated>2007-12-15T00:25:02Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Fixed some grammar, added damage comment to help folks decide which trap component to build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spiked ball is a [[Weapon#Trap weapon statistics|trap component]], which means that it can be mounted in weapon traps but cannot be wielded directly.  While the spiked ball deals the least damage of any trap-exclusive weapon, it strikes three times, giving it the second highest potential damage of any trap component, almost as much as the legendary [[Large, serrated disc]].  Despite the slightly lower damage threshold, the critical boost possessed by the spiked ball may make it more effective than the disc against enemies with internal organs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Spiked Ball''' || 100&amp;amp;dagger; || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on [[weapons]], [[Weapon#Trap_weapon_statistics|trap weapon statistics]], [[Weapon#Material_Damage_Effects|material damage effects]], or [[Weapon#Item_quality|item quality]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]][[Category:Items]][[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Large,_serrated_disc&amp;diff=13935</id>
		<title>40d:Large, serrated disc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Large,_serrated_disc&amp;diff=13935"/>
		<updated>2007-12-15T00:17:58Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Added the stat chart, and a comment about damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''large, serrated disc''' is a [[Weapon#Trap weapon statistics|trap component]] that can be mounted into [[Trap#Weapon Trap|weapon traps]]. They deal large amounts of slashing [[Weapon#Weapon Stats|damage]], and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for dwarves as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]].  While large serrated discs do less damage then trap components like the [[giant axe blade]], they attack three times, giving the large serrated disc the highest potential damage of any weapon that can be mounted in a trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''These have been taken from raw/objects/item_trapcomp.txt:'''&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| '''Large, serrated disc''' || 120&amp;amp;dagger; || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''Item quality and the material the weapon is made of can change the damage points of a weapon.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on [[weapons]], [[Weapon#Trap_weapon_statistics|trap weapon statistics]], [[Weapon#Material_Damage_Effects|material damage effects]], or [[Weapon#Item_quality|item quality]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]][[Category:Items]][[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Insane&amp;diff=30992</id>
		<title>Insane</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Insane&amp;diff=30992"/>
		<updated>2007-12-04T20:44:39Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Several pages link to insane, so I redirected to insanity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[insanity]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2309</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2309"/>
		<updated>2007-12-04T20:30:52Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Undo revision 12416 by Schm0 (Talk) Hunter is not a skill, it's a labor.  Possibly you are thinking of ambusher, which is already listed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with [[experience]]: every time a person completes a task successfully, the corresponding skill will increase by an amount of [[experience]] points (XP). Once the XP reach the amount required for the next level, the rank will increase.&lt;br /&gt;
&lt;br /&gt;
The highest skill or skills of a dwarf determines their profession.&lt;br /&gt;
&lt;br /&gt;
== Skill ranks ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
The following list of skills is grouped by the professions they fall in.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#bbb|#bbb|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Woodworker|#ff2|#ff6|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Stoneworker|#fff|#fff|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Ranger|#282|#484|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Metalsmith|#888|#888|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Jeweler|#2f2|#6f6|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Craftsdwarf|#22f|#66f|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|#828|#848|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Farmer|#882|#884|&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Engineer|#f22|#f66|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|''No profession''|#288|#488|&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
&lt;br /&gt;
''Military skills''&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
&lt;br /&gt;
''Social skills''&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3977</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3977"/>
		<updated>2007-11-29T21:38:44Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: /* Flowchart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter.  Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine.  It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what your going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
:What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Food Hauling caveat ==&lt;br /&gt;
&lt;br /&gt;
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&lt;br /&gt;
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page.  It would also be horribly intimidating to the newbies.  No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page.  [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
:: I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail,  bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
:: Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me.  Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3973</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3973"/>
		<updated>2007-11-29T05:25:30Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: flowchart comments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter.  Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine.  It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what your going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
:What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Food Hauling caveat ==&lt;br /&gt;
&lt;br /&gt;
It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&lt;br /&gt;
That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page.  It would also be horribly intimidating to the newbies.  No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page.  [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7888</id>
		<title>40d:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Food&amp;diff=7888"/>
		<updated>2007-11-27T20:01:47Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Obtaining food&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Food''' is anything dwarves eat to ward off starvation.  The most common foods are [[butcher|meat]], [[fishing|fish]], [[farming|crops]], and [[plant gathering|gathered shrubs]].  Each dwarf has a [[preference]] for certain foods.&lt;br /&gt;
&lt;br /&gt;
==Eating==&lt;br /&gt;
&lt;br /&gt;
A dwarf with the &amp;quot;Eat&amp;quot; task will pick up a unit of food, often according to his or her dietary preferences, then bring it to an available [[table]] or [[chair]] for consumption.  A private room will normally be chosen over a public room; for this reason, note that a dwarf who owns a table-less [[office]] but no [[dining room]] will [[thought|complain]] about the lack of tables, even if a high-quality public dining room is available. This problem is easily solved by adding a table next to such an office-chair (like you would in a dining room). Also note that eating in a high-quality dining room does wonders for a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
&lt;br /&gt;
Food is stored in food [[stockpile]]s and can be placed in barrels and, in the case of [[seed]]s, bags.  Food should be stored indoors, as it will rot if left outside for too long, rendering it inedible and your dwarves hungry.&lt;br /&gt;
&lt;br /&gt;
==Cooked food==&lt;br /&gt;
&lt;br /&gt;
Raw food can be [[cook]]ed into meals at a [[kitchen]]. The wider the variety of ingredients that a meal contains, the greater the number of dwarves who will have a preference for that meal.  Additionally, some foods must be cooked before they can be eaten.&lt;br /&gt;
&lt;br /&gt;
==Obtaining food==&lt;br /&gt;
&lt;br /&gt;
The possible sources of food are [[farming]], [[plant gathering|foraging]], [[fishing]], [[caravan|trading]], [[butcher's shop|butchering animals]], [[hunting]], and a few exotic [[cheese|processes]].  Farming is by far the most reliable, foraging is perhaps the easiest to manage, and fishing is good early in a fortresses' life.  If you are constantly experiencing problems with starvation, you are well advised to look into alternate means of procuring food.&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29777</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29777"/>
		<updated>2007-11-27T19:51:44Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: /* Game options */  Added priority option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine.  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, ToadyOne clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33c may not a few months later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b and c ==&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow at startup, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
* [SOUND:OFF]:  Slightly increases speed.  Cost is lack of sounds.&lt;br /&gt;
* [FPS:YES], [FPS_CAP:100]:  Handy indicator of how fast your game is running.&lt;br /&gt;
* [G_FPS_CAP:15]:  Controls refresh rate.  Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
* [VSYNC:OFF]:  Attempting to synchronize refreshes can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
* [PRIORITY:HIGH]: This option automatically makes the game run in high priority.  This will probably prevent your computer from effectively running anything at the same time as the game.  [PRIORITY:REALTIME] devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.&lt;br /&gt;
* [TEMPERATURE:NO]:  Turning off temperature greatly increases speed.  It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
* [WEATHER:NO]:  Turning off weather slightly increases speed.  No obvious disadvantages are known (possibly pools not refilling?).&lt;br /&gt;
* [CAVEINS:NO]: Turning off cave-ins increases speed only fractionally.&lt;br /&gt;
* [POPULATION_CAP:40]:  Keep your population under control to prevent the game bogging down.  Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
&lt;br /&gt;
=== Fortress position ===&lt;br /&gt;
* Fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Aquifers (until tapped) seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game - if they aren't, this can be important)&lt;br /&gt;
* use of graphics, choice of graphics tileset&lt;br /&gt;
* size of tiles&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Portal&amp;diff=29032</id>
		<title>Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Portal&amp;diff=29032"/>
		<updated>2007-11-24T22:03:48Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: redirecting to door.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Door]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armorsmith&amp;diff=21997</id>
		<title>40d:Armorsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armorsmith&amp;diff=21997"/>
		<updated>2007-11-22T21:36:14Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: confirmed skill gain on armor pieces that require more than one metal bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Armorsmith&lt;br /&gt;
| speciality = Armorsmith&lt;br /&gt;
| profession = Metal worker&lt;br /&gt;
| job name   = Armoring&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Forge Armor&lt;br /&gt;
}}&lt;br /&gt;
Armorsmith is used to make [[metal]] [[armor]]s at the [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Skilled armorsmiths make armor more quickly, and make higher [[quality]] [[armor]].&lt;br /&gt;
&lt;br /&gt;
Making one piece of armor grants 30 [[skill]] points, regardless of how many metal bars it takes to create.  It is more efficient to train your armorsmiths by making [[helm]]s instead of [[plate mail]].&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Large,_serrated_disc&amp;diff=13934</id>
		<title>40d:Large, serrated disc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Large,_serrated_disc&amp;diff=13934"/>
		<updated>2007-11-22T18:28:32Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: reoriented some  links to the proper pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''large, serrated disc''' is a [[Weapon#Trap weapon statistics|trap component]] that can be mounted into [[Trap#Weapon Trap|weapon traps]]. They deal large amounts of slashing [[Weapon#Weapon Stats|damage]], and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for dwarves as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=27003</id>
		<title>40d:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Attribute&amp;diff=27003"/>
		<updated>2007-11-22T06:00:30Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Toughness reduces unconsciousness due to pain.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As your dwarves gain [[experience]] in various skills, they also gain attribute increases.  There are three dwarven attributes: Strength, Agility, and Toughness.  When a dwarf gains an attribute increase, an announcement appears: &amp;quot;[Dwarf] is more experienced.&amp;quot;  Dwarves will not gain attributes if they are doing something that does not involve a skill -- hauling, being stationed on duty (and not in combat), on break, etc.&lt;br /&gt;
&lt;br /&gt;
Dwarves which attain [[legendary]] skill levels are likely to have one or more attributes at a highly developed level, and will continue to gain attribute increases as they exercise their skill.  &lt;br /&gt;
&lt;br /&gt;
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Allows a dwarf to carry heavy objects without being slowed, and (presumably) increases damage. In adventure mode, having a higher level of strength will enable you to pull your weapons out of a wound in which they have been stuck with a lower chance of losing hold of it. It also increases your chance of successful [[wrestling]] moves (i.e. pulling a sword out of a kobold's hand).&lt;br /&gt;
&lt;br /&gt;
The levels of strength are:&lt;br /&gt;
*(No indicator - base strength)&lt;br /&gt;
*Strong&lt;br /&gt;
*Very Strong&lt;br /&gt;
*Extremely Strong&lt;br /&gt;
*Mighty&lt;br /&gt;
*Ultra-Mighty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Agility==&lt;br /&gt;
Speeds all tasks undertaken by a dwarf, including movement, combat, digging.&lt;br /&gt;
&lt;br /&gt;
The levels of agility are:&lt;br /&gt;
*(No indicator - base agility) --  speed 1000&lt;br /&gt;
*Agile -- speed 1098&lt;br /&gt;
*Very Agile -- speed 1219&lt;br /&gt;
*Extremely Agile -- speed 1369&lt;br /&gt;
*Unbelievably Agile -- speed 1562&lt;br /&gt;
*Perfectly Agile -- speed 1818&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;speed&amp;quot; values are what is shown in [[Adventure Mode]].  If you choose to modify the game to make dwarves faster, you must use numbers lower than 1000 (e.g., [SPEED:700]) in [[creature_standard.txt]].  See [[speed]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Toughness==&lt;br /&gt;
Makes a dwarf both harder to injure and capable of making more combat moves before getting tired.  Also increases the time before a dwarf succumbs to thirst, hunger, suffocation, and drowning. Reduces the chance of falling unconscious due to pain.  Also seems to decrease the amount of bedrest needed to heal from wounds.&lt;br /&gt;
&lt;br /&gt;
The levels of toughness are:&lt;br /&gt;
*(No indicator - base toughness)&lt;br /&gt;
*Tough&lt;br /&gt;
*Very Tough&lt;br /&gt;
*Extremely Tough&lt;br /&gt;
*Unbelievably Tough&lt;br /&gt;
*Superdwarvenly (Superhumanly) Tough&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Vomit&amp;diff=28303</id>
		<title>40d Talk:Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Vomit&amp;diff=28303"/>
		<updated>2007-11-22T05:53:08Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: New page: Perhaps this page should be merged with and redirect to a general contaminants page? - Mzbundifund 23:52, 21 November 2007 (CST)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps this page should be merged with and redirect to a general contaminants page? - [[User:Mzbundifund|Mzbundifund]] 23:52, 21 November 2007 (CST)&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28284</id>
		<title>40d:Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28284"/>
		<updated>2007-11-22T05:51:13Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: New page: Vomit is a contaminant that appears on the ground when creatures vomit.  Vomiting can be caused in cave adapted creatures by exposure to the sun, or by wounds t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vomit is a [[contaminant]] that appears on the ground when creatures vomit.  Vomiting can be caused in [[cave adaptation|cave adapted]] creatures by exposure to the sun, or by [[wound]]s to the stomach.&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=28176</id>
		<title>40d:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=28176"/>
		<updated>2007-11-22T00:44:56Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: New page: Cave adaptation is a condition that happens to your dwarves after spending too much time underground.  It is unclear as to how much time underground causes cave adaptation, and there is no...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cave adaptation is a condition that happens to your dwarves after spending too much time underground.  It is unclear as to how much time underground causes cave adaptation, and there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats.&lt;br /&gt;
&lt;br /&gt;
When a dwarf with cave adaptation goes outside, the dwarf will gain one of two negative [[thought]]s.  If the dwarf has mild cave adaptation, he will gain the thought 'irritated by the sun recently', and suffer no other effects.  A dwarf with serious cave adaptation will gain the thought, 'nauseated by the sun recently' and will vomit all over the ground.  While vomiting a dwarf is unable to defend himself, which can be a problem during combat.  &lt;br /&gt;
&lt;br /&gt;
A dwarf with the description, 'likes working outdoors and only grumbles mildly at inclement weather' is no more resistant to cave adaptation then a regular dwarf is.  Likewise, dwarves that like working outdoors may even have cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Fortunately, cave adaptation is not a serious issue.  The unhappy thought from even serious cave adaptation is not particularly strong, although you may want to keep very unhappy dwarves inside so the thought doesn't push them over the edge.  Dwarves who vomit all the time don't seem to get hungry any faster.&lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outside, cave adaptation can create the amusing scene of thirty dwarves carrying goods to the depot all emerging and throwing up at once.  Fortunately, the merchants seem to take this in stride, and don't allow it to negatively affect negotiations.&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9206</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9206"/>
		<updated>2007-11-21T23:46:26Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Added the old clothing bug, confirmed to still exist in .33b&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
&lt;br /&gt;
==Miners Stuck==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
# Walls made by rewalling start out smoothed, but cannot be engraved.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
It is also common for digging/item placement to start with the tile to the right of the dwarf, even if the path is closer using another direction.  Keep this in mind when placing floodgates or digging out areas where you could paint yourself in a corner.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole. (If you only designate channels on un-mined squares, this won't happen, as the dwarves seem to mine both levels' tiles out at the same time)&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love Conquers All ==&lt;br /&gt;
&lt;br /&gt;
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.&lt;br /&gt;
&lt;br /&gt;
== Outpost liason ==&lt;br /&gt;
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.&lt;br /&gt;
&lt;br /&gt;
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''&lt;br /&gt;
&lt;br /&gt;
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the &amp;quot;ground floor.&amp;quot; (edit by: Rabid Llama)''&lt;br /&gt;
&lt;br /&gt;
''I had a meeting place outdoors and this still happened. It doesn't matter where the meeting takes place. Assuming you can get the meeting to actually occur - which takes some work - if it doesn't properly conclude, the liason will be stuck. (edit by: Captain Failmore)''&lt;br /&gt;
&lt;br /&gt;
''Oh, also, for the meeting to even take place or properly conclude, your broker has to have ALL OTHER LABOR turned off. Leave their labors off until the meeting concludes in full. (That is, you've been 'shown the documents' twice and the liaison wishes you well before leaving.) If you let the meeting conclude in full without assigning labor to your broker (who may and probably will wander about aimlessly for some time while the meeting is taking place for reasons I don't know) the liaison WILL leave.&lt;br /&gt;
&lt;br /&gt;
==A Time To Wait==&lt;br /&gt;
Sieges completely do not work, and goblins will just mill around aimlessly at the edge of the map waiting for your dwarves to come and kill them.  Toady has said something about the AI for sieges being broken.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get the goblins to approach by sacrificing a dwarf.  Send him near enough for them to notice him, then have him withdraw.  Note that if he is a soldier, you need to set the military option &amp;quot;squad stays close to station&amp;quot; for him to withdraw instead of charging the goblins.  It may be easier to remove him from the military so that he will flee, but this stands the chance that he will not notice the goblins until he is full of arrows.&lt;br /&gt;
&lt;br /&gt;
==Sticky Keys==&lt;br /&gt;
Sometimes when you are scrolling on the map the keys will seem to stick, and you will keep scrolling forever. This happens when you release a key out of the order in which it was pressed.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
*{{key|8}}&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*No key pressed.&lt;br /&gt;
&lt;br /&gt;
After holding the above keys you will continue going up until you press the following or {{key|Alt}}+{{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*{{key|8}}&lt;br /&gt;
&lt;br /&gt;
This will clear out the pressed key flag in the game.&lt;br /&gt;
&lt;br /&gt;
:I've found if you merely press the direction key of the scrolling on the numpad this scrolling stops.  No need to fiddle with the shift or in what order the shift key is pressed.--[[User:Mylon|Mylon]] 17:35, 13 November 2007 (EST)&lt;br /&gt;
::That won't work if you were using shift to accelerate your move speed. You have to tap the key with shift pressed to clear out the shift+key then press just key to clear it out as well.--[[User:Ikkonoishi|Ikkonoishi]] 21:38, 13 November 2007 (EST)&lt;br /&gt;
:Switch Numlock off, fixes it for me --[[User:AdaIsDead|AdaIsDead]] 18:59, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Thawing stairs==&lt;br /&gt;
I have a brook that freezes in the winter. Awesome. I dug a down-stairs down into it and started diggin about in the ice. When the thaw came, the ice broke up and the flow resumed, but the stairs remained. Unfortunetly, this is on the old version .32a [[User:HeckRuler|HeckRuler]] 17:44, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Picky Elves==&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive.&lt;br /&gt;
&lt;br /&gt;
==Bottomless Waterskin==&lt;br /&gt;
Whenever my soldiers fill their water from the well, it is always stagnant, even though it's connected directly to the fresh-water brook. They seem to be unsatisfied with this, so they return to the well and fill it again with stagnant water. They continue to do this, and seeing as the waterskin seems to have no limit, they carry around 300+ cups of useless water, which slows them down considerably. It's possible to undraft them and have them dump the flasks, but then I don't know how I can have them carry water around.&lt;br /&gt;
&lt;br /&gt;
==Rags and Riches==&lt;br /&gt;
Clothing is completely bugged, in that as clothes wear out, dwarves will get unhappy thoughts from the fact, without ever doing anything about it.  They will occasionally claim new clothes as they become available, but will often simply wear the new clothes over the nasty rags which are giving them unhappy thoughts.  It is much better to simply never provide clothes for dwarves and let their clothes rot off once and for all.  Dwarves get no unhappy thoughts from being naked, and this stops the constant unhappiness from wearing old clothes.&lt;br /&gt;
&lt;br /&gt;
=Fixed Bugs=&lt;br /&gt;
&lt;br /&gt;
== You and what army? ==&lt;br /&gt;
(fixed in 0.27.169.33b by capping number of dwarves in reclaim squad)&lt;br /&gt;
Reclaiming a fortress built next-to/beneath/near a goblin or kobold colony will cause all the items in said monster colony to be counted toward your fortress wealth, and will cause a ridiculous number of dwarves to be spawned in the reclaim squad, often over 150. This would make overrunning the goblin/kobold fort much easier, at least, but is still a bug.&lt;br /&gt;
&lt;br /&gt;
== Fatal crash on embark ==&lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple Mayors ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, ability to designate leader was also removed?)&lt;br /&gt;
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.&lt;br /&gt;
&lt;br /&gt;
From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --[[User:Gorfob|Gorfob]] 22:35, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite [[Blood]] aka Wipe your feet==&lt;br /&gt;
(temporary? fix in 0.27.169.33b by autocleaning all tiles at end of each season)&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
related:  not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - &amp;quot;such and such cancels job - can't find path x23490872340982734098273409283&amp;quot;, just like empty archer traps in old-school df.  any help?  or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?&lt;br /&gt;
&lt;br /&gt;
::For both problems, try designating a single dwarf to cleaning jobs only. Let me know if that helps, because I had similar problems but the blood was dealt with eventually and cleaned. [[User:Schm0|Schm0]] 11:58, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.&lt;br /&gt;
&lt;br /&gt;
==Sew plant fiber image crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
Ordering plant fiber image in Clothier's Shop reliably crashes the game.&lt;br /&gt;
:Fixed, according to the dev blog.--[[User:Mylon|Mylon]] 17:36, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buff Swimmers==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
All creatures get stat boosts by training up skills.  This is normal.  Aquatic creatures can train swimming simply by being on the map.  This leads to some very buff carp or lizardmen or other creatures if they've been in water for a significant amount of time.&lt;br /&gt;
:According to the dev blog, this has been fixed.&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole  ==	 &lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
Wells crash the game now and then.&lt;br /&gt;
&lt;br /&gt;
In 33a, I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, one or the other. --arr&lt;br /&gt;
&lt;br /&gt;
==Trading crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, had to do with seed prices)&lt;br /&gt;
Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure  ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 instead of dividing, in the case of metal bolts).&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
At [[Talk:Galena]] a bug is mentioned that apparently gives you fewer metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
==Too tired to sleep==	 &lt;br /&gt;
If a wounded dwarf continually falls unconscious due to their wounds, it will disrupt their sleep, so they eventually go mad of sleep deprivation.&lt;br /&gt;
:Should be checked. In 32a, I played with my sherif who was a wounded retired hunter. He kept falling unconscious due to brain injury which never healed, and it really looked like falling unconscious was taken as some part of sleep in itself. I noticed often that unit going to sleep, falling uncouncious, then doing 2-3 other tasks when he waked up and went to his quarter to sleep again. Of course, it made for him some very short sleep patterns, so he was often going in for sleep and hardly ever finished a sleep cycle. --[[User:Eagle of Fire|Eagle of Fire]] 01:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15503</id>
		<title>40d:Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15503"/>
		<updated>2007-11-21T00:43:46Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chains are created at the [[Metalsmith's Forge]] with one metal bar. They are used in building [[well]]s and [[restraint]]s. Chains and ropes are interchangeable.&lt;br /&gt;
&lt;br /&gt;
Ropes are created at the [[clothier's shop]] with one [[cloth]].&lt;br /&gt;
&lt;br /&gt;
Creating a chain trains the [[Metal crafter]] skill, not the [[Metalsmith]] skill.  Creating a rope trains the [[clothier]] skill.  Chains and ropes have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
[[Category:Finished Goods]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chain&amp;diff=15579</id>
		<title>40d Talk:Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chain&amp;diff=15579"/>
		<updated>2007-11-21T00:43:24Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article clearly violates C and S, but that can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
G, and possibly R, may require a merge or deletion of this page. --[[User:Savok|Savok]] 20:49, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rope/Chain ==&lt;br /&gt;
&lt;br /&gt;
Someone has said that the rope and chaing are furniture.  Rope is a finished good.  I am not certain about chain, but I will check before changing the article.  --[[User:Geofferic|Geofferic]] 19:24, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The chain is constructed under the 'furniture' heading of the metalsmith's forge.  It's also 'built' in location the same way a table or door is.  However, it's built with the metal crafter skill and is decorated by the 'encrust finished goods' option in the jeweler's workshop.  I guess that makes it a finished good.  I'll change it in the article.  --[[User:Mzbundifund|Mzbundifund]] 19:43, 20 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chain&amp;diff=15578</id>
		<title>40d Talk:Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chain&amp;diff=15578"/>
		<updated>2007-11-21T00:33:34Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article clearly violates C and S, but that can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
G, and possibly R, may require a merge or deletion of this page. --[[User:Savok|Savok]] 20:49, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rope/Chain ==&lt;br /&gt;
&lt;br /&gt;
Someone has said that the rope and chaing are furniture.  Rope is a finished good.  I am not certain about chain, but I will check before changing the article.  --[[User:Geofferic|Geofferic]] 19:24, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The chain is constructed under the 'furniture' heading of the metalsmith's forge.  It's also 'built' in location the same way a table or door is.  I'm not sure whether it's decorated by the 'encrust finished goods' or 'encrust furniture' option in the jeweler's workshop, though.  --[[User:Mzbundifund|Mzbundifund]] 19:32, 20 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11541</id>
		<title>40d:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11541"/>
		<updated>2007-11-21T00:23:06Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Upon testing, it seems building traps does not in fact train the mechanics skill.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tile|☺|#F00|#000}} A '''mechanic''' is a talented dwarf with a degree of [[skill]] in the [[mechanics]] profession. In the game's default configuration mechanics are represented by a red civilian dwarf symbol. A dwarf with the mechanics skill enabled is capable of constructing [[mechanic's workshop]]s, [[mechanism]]s and all other [[building]]s that require mechanisms such as [[lever]]s, [[gear]]s, [[traps]], and [[menacing spike]]s. They are also responsible for linking up [[lever]]s or [[pressure plate]]s to objects such as [[bridge]]s, [[floodgate]]s and other contraptions.&lt;br /&gt;
&lt;br /&gt;
A dwarf will gain mechanics skill by building [[mechanism]]s in the workshop. A dwarf with a high skill in mechanics is able to construct mechanisms and link up objects faster than a novice. A dwarf with a high mechanics skill is also more likely to produce high [[quality]] mechanisms at the workshop which can be used for improving trap damage.&lt;br /&gt;
&lt;br /&gt;
Building a mechanism at the [[mechanic's workshop]] is worth 30 skill points.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15502</id>
		<title>40d:Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15502"/>
		<updated>2007-11-21T00:21:45Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Added skill and value information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chains are created at the [[Metalsmith's Forge]] with one metal bar. They are used in building [[well]]s and [[restraint]]s. Chains and ropes are interchangeable.&lt;br /&gt;
&lt;br /&gt;
Ropes are created at the [[clothier's shop]] with one [[cloth]].&lt;br /&gt;
&lt;br /&gt;
Creating a chain trains the [[Metal crafter]] skill, not the [[Metalsmith]] skill.  Creating a rope trains the [[clothier]] skill.  Like most [[furniture]] chains and ropes have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
[[Category:Finished Goods]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13342</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13342"/>
		<updated>2007-11-21T00:01:56Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: /* Wounds in Fortress Mode */  - Adding info about brain damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|DF 0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
Creatures with severe '''wounds''' will flash with a yellow or red + icon; see [[status icons]] for a full list of status and injury indicators. A creature's injuries can be seen by pressing {{key|w}} while {{key|v}}iewing creature info in [[Fortress Mode]], or by {{key|l}}ooking at a creature and selecting their letter in [[Adventure Mode]]. Wounds are listed by body part and described by color, as displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounding ==&lt;br /&gt;
&lt;br /&gt;
This section is incomplete; much about the [[Combat| combat system]] is unknown.&lt;br /&gt;
&lt;br /&gt;
If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any armor or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once.&lt;br /&gt;
&lt;br /&gt;
The mathematics are at present pure guesswork. However, we do know that armor value does not simply subtract from damage; you can be wounded (usually lightly) by an attack substantially weaker than the protective value of your armor. Armor is vital to survivability, but it can't make you immune. Creature size is also vital; larger creatures hit harder and can endure more base damage.  Attacks, especially piercing attacks with critical boosts (e.g. arrows), can damage vital internal organs located in the area of that body part.&lt;br /&gt;
&lt;br /&gt;
== Effects of wounds ==&lt;br /&gt;
&lt;br /&gt;
When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thoughts]], but also some positive thoughts from the rescue and recovery process (see next section).&lt;br /&gt;
&lt;br /&gt;
A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens).&lt;br /&gt;
&lt;br /&gt;
Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or &amp;quot;entrails shooting out through the wound&amp;quot;. In [[Adventure Mode]], a &amp;quot;Mortal Wound&amp;quot; status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation. [[Attributes#Toughness|Toughness]] may be a factor in helping to prevent this.&lt;br /&gt;
&lt;br /&gt;
Other effects of wounding (for most creatures) include pain, which can cause temporary paralyzation due to fainting (&amp;quot;giving in to pain&amp;quot;), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.&lt;br /&gt;
&lt;br /&gt;
=== On organs ===&lt;br /&gt;
&lt;br /&gt;
When a creature is attacked with a piercing weapon or projectile, organs might take damage.  This table shows most major organs, their functions, and what happens when they are damaged.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Organ !! Function !! Lightly/moderately wounded effects !! Broken/mangled effects !! Lopped off effects&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heart || Circulatory Organ || Not possible || Fatal Heavy Bleeding when pierced || Not possible&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, naturally, causes instant death.&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lung(s) || Respiratory Organ(s) || Not possible || Heavy Bleeding and becoming Winded. Possible suffocation depending on toughness and number of lungs pierced || Not possible&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Eye(s) || Throwing/Shooting (no effect on [l]ook) || Bleeding || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Guts || Not known || Not possible || Fatal Heavy Bleeding as entrails spill out || Not possible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wounds in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover. A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. Dwarves with light or moderate (medium grey to brown) wounds do not need to rest.&lt;br /&gt;
&lt;br /&gt;
Generally, light or moderate wounds will heal in about a week. Broken body parts will likely take some months of bed rest to recover, and a mangled part takes an indeterminate amount of time to heal. Severed limbs will not grow back.&lt;br /&gt;
&lt;br /&gt;
Yellow or red wounds have a chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable, and the process appears to be somewhat buggy (although it has improved in recent versions). Limbs are more likely to eventually heal than internal organs. It may take several seasons to recover - in some cases, a badly wounded dwarf will not recover at all.&lt;br /&gt;
&lt;br /&gt;
Wounds to the nervous system, meaning the neck, brain, or spine, will never heal.  If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems.  Military dwarves with nervous wounds will never spar, however.  If a dwarf has yellow or red nervous damage, he will be a permanent invalid, and you may wish to arrange for his demise so as to prevent him from forever requiring your other dwarves to bring him food and water.&lt;br /&gt;
&lt;br /&gt;
Dwarves have various [[thoughts]] from injury, unconciousness, and the healing process. Injuries cause unhappy thoughts, but these are offset by happy thoughts from getting rescued, being able to rest and recuperate (i.e. stay in bed), and being given water and food. Check for unhappy patients, as wounded dwarves have been known to go berserk when unhappy thoughts accumulate (see below). If you cannot insure their happiness, you may have to station armed guards nearby as a precaution, or even lock the wounded dwarf in his bedroom and write him off.&lt;br /&gt;
&lt;br /&gt;
Most emotional breakdowns in injured dwarves are caused by the breaking of the &amp;quot;Rest&amp;quot; task (which prevents an injured dwarf from entering the exhaustion states, e.g. Tired and counts as sleeping preventing Drowsy state) by falling unconscious due to pain. Once an injured dwarf regains consciousness he will not automatically begin resting again; he will therefore quickly become exhausted or very drowsy, and eventually fall into a [[melancholy]] mood, since he cannot sleep normally while injured. You can work around this by either drafting the dwarf, since [[military]] dwarves are sometimes able to reinitialize the Rest task on their own, or by forbidding the bed the dwarf is on. He'll be re-rescued off of the &amp;quot;floor&amp;quot; and can reinstate his Rest task. This behavior is likely a bug.&lt;br /&gt;
&lt;br /&gt;
Since losing consciousness due to pain can be resisted by dwarves with high Toughness, very Tough dwarves tend to survive injuries more easily. Limbs that are severed, however, can make even the toughest creatures give in to pain.&lt;br /&gt;
&lt;br /&gt;
== Wounds in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. Your &amp;lt;strike&amp;gt;friends&amp;lt;/strike&amp;gt; spear-catchers will also be healed, as long as they were reasonably close to you when you left the map. If you leave them bleeding and crawling in the cave below, however, they won't come with you.&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, wounds will generate messages when they are inflicted. The following table lists the various messages you'll see when a wound is received. Messages corresponding to immediately fatal blows to the three major body parts (head, upper body, and lower body) are also provided. Most of these messages are displayed for organic beings only, not for skeletal, mechanical, etc. creatures.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Damage type !! Lightly wounded !! Moderately wounded !! Broken !! Mangled !! Instantly fatal (head) !! Instantly fatal (upper body) !! Instantly fatal (lower body)&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Pierce || &amp;quot;It is pierced!&amp;quot; || &amp;quot;It is badly pierced!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is pierced through entirely!&amp;quot; || &amp;quot;It is pierced through completely!&amp;quot; || &amp;quot;It is run through!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Bludgeon || &amp;quot;It is bruised!&amp;quot; || &amp;quot;It is battered!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot; || &amp;quot;It collapses into a lump of gore!&amp;quot; || &amp;quot;It explodes in gore!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Slash || &amp;quot;It is cut!&amp;quot; || &amp;quot;It is badly gashed!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is split in half from the crown to the chin!&amp;quot; || &amp;quot;It is cloven asunder!&amp;quot; || &amp;quot;It is mostly cut away from the rest of the torso!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Gore || &amp;quot;It is torn!&amp;quot; || &amp;quot;It is badly ripped!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is torn apart!&amp;quot; || &amp;quot;It is torn into pieces!&amp;quot; || &amp;quot;It is ripped into loose shreds!&amp;quot;  &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Burn || &amp;quot;It is singed!&amp;quot; || &amp;quot;It is burned!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the major body part was &amp;quot;lopped off&amp;quot;, which is different than just having an instantly fatal wound, the message would say &amp;quot;The *Body part* flies off in a bloody arc!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A creature inflicted with a fatal blow will be announced as &amp;quot;struck down&amp;quot; or, if a ranged weapon was used &amp;quot;shot and killed&amp;quot;.  Other death messages include &amp;quot;starved to death&amp;quot;, &amp;quot;drowned&amp;quot;, &amp;quot;fallen into a deep chasm&amp;quot;, &amp;quot;burned to death&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21627</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21627"/>
		<updated>2007-11-18T09:28:47Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Starting builds#Challenge builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Howdy neighbors ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress on a site with a [[goblin]] fort or other race. Dig in and take over their town.&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once you're army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[Blood|blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely  glowing [[Fire|‼]] peasant [[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping - create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible and give trade it to the dwarven caravan each year.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Artifact ==&lt;br /&gt;
&lt;br /&gt;
There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Sparta ==&lt;br /&gt;
&lt;br /&gt;
Maintain a military of at least 50% of your dwarves; only use iron melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[Blood|blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Glass fortress ==&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[glass]], will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.&lt;br /&gt;
&lt;br /&gt;
A similar challenge could be done with metal or wood.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br/&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Single dwarf challenge ==&lt;br /&gt;
&lt;br /&gt;
One dwarf. Bring only a set of [[armor]], a [[weapon]], and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No [[workshops]], pets, [[farming]], [[fishing]], gathering, or digging.&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;[[Adventure Mode]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man.  Don't harm any plants except those you plant yourself.  Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do.  You can trade for plants with the elves, they understand your environmental code.  Don't burn any coal, do you know what that does to the environment, man?  Never cause any creature's death, so no military, and no lethal traps.  You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.  &lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Potash&amp;diff=26033</id>
		<title>40d:Potash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Potash&amp;diff=26033"/>
		<updated>2007-11-18T06:53:16Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Un-stubbed.  Added more info, and links.  Added this to the Items category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Potash is created from [[ash|ashes]] at the [[ashery]] by a dwarf with the [[potash maker]] skill.  Potash cannot be made high quality, and has a value of 15.&lt;br /&gt;
&lt;br /&gt;
Potash is used for fertilizer on farm plots.  Fertilized farm plots yield larger stacks of [[list of crops|produce]].&lt;br /&gt;
&lt;br /&gt;
Potash can also be baked in a [[kiln]] or [[magma kiln]] to make [[pearlash]], which in turn is used to make clear and crystal [[glass]].&lt;br /&gt;
&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armorsmith&amp;diff=21995</id>
		<title>40d:Armorsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armorsmith&amp;diff=21995"/>
		<updated>2007-11-17T06:02:03Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Confirmed skill gain for armorsmithing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armorsmith is used to make [[metal]] [[armor]]s at the [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Skilled armorsmiths make armor more quickly, and make higher [[quality]] [[armor]].&lt;br /&gt;
&lt;br /&gt;
Making one piece of armor grants 30 [[skill]] points.&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weaponsmith&amp;diff=26930</id>
		<title>40d Talk:Weaponsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weaponsmith&amp;diff=26930"/>
		<updated>2007-11-17T05:59:49Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: New page: I've confirmed the skill gain for making weapons, but I'm not sure if trap components also grant 30 skill points. -Mzbundifund 23:56, 16 November 2007 (EDT)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've confirmed the skill gain for making weapons, but I'm not sure if trap components also grant 30 skill points. -[[user.Mzbundifund|Mzbundifund]] 23:56, 16 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weaponsmith&amp;diff=21982</id>
		<title>40d:Weaponsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weaponsmith&amp;diff=21982"/>
		<updated>2007-11-17T05:57:34Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weaponsmithing is used to make [[metal]] [[weapon]]s and [[bolt]]s at a [[metalsmith's forge]], with the exception of [[crossbow]]s, which requires the [[crossbow-making]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
Skilled weaponsmiths make weapons faster, and make them higher [[quality]].&lt;br /&gt;
&lt;br /&gt;
Making a weapon grants 30 [[skill]] points.&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11540</id>
		<title>40d:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11540"/>
		<updated>2007-11-16T22:44:43Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Confirmed the skill gain for mechanism construction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tile|☺|#F00|#000}} A '''mechanic''' is a talented dwarf with a degree of [[skill]] in the [[mechanics]] profession. In the game's default configuration mechanics are represented by a red civilian dwarf symbol. A dwarf with the mechanics skill enabled is capable of constructing [[mechanic's workshop]]s, [[mechanism]]s and all other [[building]]s that require mechanisms such as [[lever]]s, [[gear]]s, [[traps]], and [[menacing spike]]s. They are also responsible for linking up [[lever]]s or [[pressure plate]]s to objects such as [[bridge]]s, [[floodgate]]s and other contraptions.&lt;br /&gt;
&lt;br /&gt;
A dwarf will gain mechanics skill by building [[mechanism]]s in the workshop or by building and linking traps together. A dwarf with a high skill in mechanics is able to construct mechanisms and link up objects faster than a novice. A dwarf with a high mechanics skill is also more likely to produce high [[quality]] mechanisms at the workshop which can be used for improving trap damage.&lt;br /&gt;
&lt;br /&gt;
Building a mechanism at the [[mechanic's workshop]] is worth 30 skill points.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26779</id>
		<title>40d:Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26779"/>
		<updated>2007-11-16T13:44:28Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: New page: A mandate is a noble's request that your dwarves produce a certain item or type of item.  Starting nobles such as the expedition leader will not make mandates, upgraded nobles like...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mandate is a [[noble]]'s request that your dwarves produce a certain item or type of item.  Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a mandate, you will have about a year to fulfill it.  Mandates are always for the production of goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.  Purchasing the required items at a trade [[caravan]] will not fulfill a mandate.&lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is white, he is making no mandates.  If brown, he is making a mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.&lt;br /&gt;
&lt;br /&gt;
If a mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced with the 'violation of production order' [[Status#Justice_Status_Screen|crime]].  The dwarves sentenced will always have the skills appropriate to the mandate.  A failed mandate for the production of [[quiver]]s will sentence [[leatherworker]]s.&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2682</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2682"/>
		<updated>2007-11-16T13:30:05Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Linked to Stone management page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes [[stone management|leaves behind]] material after being mined (the drop rate is dependant on the skill of the [[miner]]). Other types of [[Mining|minable]] tiles include [[soil]] and [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into three key categories:&lt;br /&gt;
* [[Metal ore]]: stone that produces [[metal]] [[bar]]s when [[Smelter|smelted]]&lt;br /&gt;
* [[Gem|Rough gem]]s&lt;br /&gt;
* [[Economic stone]]: [[coal]] and stone that is used as a [[flux]], or has other desirable features&lt;br /&gt;
* Other stone: stone that is only used for items and structures and has no special features other than color&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
There are four types of stone layers. The type of layer is the primary indicator of what kind of [[ore]] you will find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
You will also find layers of [[soil]], but these rarely contain much ore.&lt;br /&gt;
&lt;br /&gt;
The primary types of rocks only occur in their own layers. You won't find [[limestone]] in a [[marble]] layer.&lt;br /&gt;
&lt;br /&gt;
== Stone occuring as layers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Sandstone]]&lt;br /&gt;
* {{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Siltstone]]&lt;br /&gt;
* {{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Dolomite]]&lt;br /&gt;
* {{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Flint]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Chert]]&lt;br /&gt;
* {{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Chalk]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}} [[Granite]]&lt;br /&gt;
* {{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Gabbro]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Rhyolite]]&lt;br /&gt;
* {{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Basalt]]&lt;br /&gt;
* {{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Felsite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Obsidian]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Quartzite]]&lt;br /&gt;
* {{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Slate]]&lt;br /&gt;
* {{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Marble]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stone found on this table will occur inside their respective stone layers. When your miners encounter one of them, the game will pause and you will recieve an announcement; even for the ones that have no use other than to build constructions of unusual colors.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stone name&lt;br /&gt;
! Found in&lt;br /&gt;
! Found how&lt;br /&gt;
! Icons&lt;br /&gt;
|-&lt;br /&gt;
|Alabaster||Gypsum||Small clusters||{{Raw Tile|^|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Alunite||All [[Igneous extrusive layer|Igneous extrusive]], Kaolinite||Large clusters||{{Raw Tile|`|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Anhydrite||Gypsum, Satinspar, Alabaster, Selenite||Single||{{Raw Tile|v|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Bauxite||All [[Sedimentary layer|Sedimentary]]||Large clusters||{{Raw Tile|+|#800|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]||Veins||{{Raw Tile|☼|#888|#CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|Borax||Gypsum, Rock_Salt||Small clusters||{{Raw Tile|`|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Brimstone||All [[Igneous extrusive layer|Igneous extrusive]], Gypsum||Small clusters||{{Raw Tile|%|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcite]]||Limestone, Marble||Small clusters||{{Raw Tile|&amp;quot;|#FFF|#CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|Chromite||Olivine||Veins||{{Raw Tile|&amp;amp;#61;|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Cinnabar||All [[Igneous extrusive layer|Igneous extrusive]], Shale, Quartzite||Veins||{{Raw Tile|£|#f00|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Cobaltite||All Igneous All [[Metamorphic layer|Metamorphic]]||Veins||{{Raw Tile|£|#00f|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Cryolite||Granite||Small clusters||{{Raw Tile|-|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Graphite]]||Gneiss, Quartzite, Marble, Schist||Small clusters||{{Raw Tile|o|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Gypsum||All [[Sedimentary layer|Sedimentary]]||Large clusters||{{Raw Tile|#|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Hornblende||All Igneous, All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Small clusters||{{Raw Tile|&amp;quot;|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Ilmenite||Gabbro||Small clusters||{{Raw Tile|.|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Jet||All [[Sedimentary layer|Sedimentary]]||Large clusters||{{Raw Tile|░|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Kaolinite||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters||{{Raw Tile|&amp;amp;#61;|#800|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Kimberlite||Gabbro||Veins||{{Raw Tile|%|#008|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lignite]]||All [[Sedimentary layer|Sedimentary]]||Veins||{{Raw Tile|*|#888|#CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|Marcasite||Kaolinite||Small clusters||{{Raw Tile|%|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Mica||All [[Metamorphic layer|Metamorphic]], Granite||Large clusters||{{Raw Tile|v|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Microcline||All All Stone||Large clusters||{{Raw Tile|%|#0ff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Olivine||Gabbro||Large clusters||{{Raw Tile|%|#080|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Orpiment||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters||{{Raw Tile|-|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Orthoclase||All [[Igneous intrusive layer|Igneous intrusive]], All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Large clusters||{{Raw Tile|%|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Periclase||Marble||Small clusters||{{Raw Tile|,|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Petrified wood||All [[Sedimentary layer|Sedimentary]]||Small clusters||{{Raw Tile|%|#f00|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Pitchblende||Granite||Small clusters||{{Raw Tile|*|#808|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Puddingstone||Conglomerate||Large clusters||{{Raw Tile|Θ|#880|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Pyrolusite||All Igneous ||Small clusters||{{Raw Tile|%|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Realgar||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters||{{Raw Tile|%|#f00|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Rutile||All [[Metamorphic layer|Metamorphic]], Granite||Small clusters||{{Raw Tile|`|#808|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Saltpeter||All [[Sedimentary layer|Sedimentary]]||Small clusters||{{Raw Tile|x|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Satinspar||Gypsum||Small clusters||{{Raw Tile|-|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Selenite||Gypsum||Small clusters||{{Raw Tile|;|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Serpentine||Olivine||Small clusters||{{Raw Tile|≈|#080|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Stibnite||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters||{{Raw Tile|%|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Sylvite||Rock salt||Large clusters||{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Talc||Dolomite||Large clusters||{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stone in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stone of Dwarf Fortress is based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook. If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2305</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2305"/>
		<updated>2007-11-15T13:22:48Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: 'Armorer' is a labor.  'Armorsmith' is the name of the skill.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with [[experience]]: every time a person completes a task successfully, the corresponding skill will increase by an amount of [[experience]] points (XP). Once the XP reach the amount required for the next level, the rank will increase.&lt;br /&gt;
&lt;br /&gt;
The highest skill or skills of a dwarf determines their profession.&lt;br /&gt;
&lt;br /&gt;
== Skill ranks ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
The following list of skills is grouped by the professions they fall in.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#bbb|#bbb|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Woodworker|#ff2|#ff6|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Stoneworker|#fff|#fff|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Ranger|#282|#484|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Metalsmith|#888|#888|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Jeweler|#2f2|#6f6|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Craftsdwarf|#22f|#66f|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|#828|#848|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Farmer|#882|#884|&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Engineer|#f22|#f66|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|''No profession''|#288|#488|&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
&lt;br /&gt;
''Military skills''&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
&lt;br /&gt;
''Social skills''&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sheriff&amp;diff=22746</id>
		<title>40d:Sheriff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sheriff&amp;diff=22746"/>
		<updated>2007-11-14T13:31:25Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The position of '''sheriff''' opens once the population of your fortress reaches 20.  The sheriff will get unhappy thoughts if you don't have enough chains or cages set to be used for [[jail|justice]].  The sheriff will subdue and [[jail|imprison]] lawbreaking dwarves.&lt;br /&gt;
&lt;br /&gt;
Requires: &lt;br /&gt;
&lt;br /&gt;
*Modest [[Office]]&lt;br /&gt;
*Modest [[Room|Quarters]]&lt;br /&gt;
*Modest Dining [[Room]]&lt;br /&gt;
*1 [[Chest]]&lt;br /&gt;
*1 [[Cabinet]]&lt;br /&gt;
*1 [[Weapon rack]]&lt;br /&gt;
*1 [[Armor stand]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7363</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7363"/>
		<updated>2007-11-14T03:07:07Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Added a bit about dwarven caravan trade goods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in fortresses carved from [[mountain]]s. They are the featured [[race]] of [[Dwarf Fortress mode|Fortress Mode]], and also a one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependant, and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will send a [[caravan]] every year in the [[Calendar|fall]], typically bringing [[food]], [[alcohol|booze]], [[leather]] and miscellaneous supplies.  They are the only caravan that can bring [[steel]] in any form, either as equipment, crafts or unworked metal bars.  Unlike other races, the dwarven civilization will never attack even if their traders don't make it home. [[Immigrant]]s will be attracted to your fortress as your wealth grows, and arrive every spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven mountainhomes and outposts do not have any [[shop]]s, but usually have a variety of fighters to recruit. Outposts have or quest giver{{verify}}, but the monarch of each civilization will give quests at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, Dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8828</id>
		<title>40d:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8828"/>
		<updated>2007-11-11T16:57:15Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Changed some links and removed some grossly outdated/inaccurate material.  Most of the information on this page still needs confirmation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is a room? ==&lt;br /&gt;
&lt;br /&gt;
The answer is not as obvious as it seems. A chamber with a bed in it is not yet a bedroom: you have to select the bed &amp;lt;!--howto is in the following paragraph--&amp;gt; and define a bedroom. The functional room, as the game understands it, is not defined by walls and doors: it is a zone of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's value and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty.&lt;br /&gt;
&lt;br /&gt;
== Creating rooms ==&lt;br /&gt;
&lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it to internal in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.&lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal dining room is defined from one table -- just give the room a large enough radius to cover the whole space.&lt;br /&gt;
&lt;br /&gt;
== Types of rooms ==&lt;br /&gt;
&lt;br /&gt;
* Archery Range, defined from an [[archery target]]&lt;br /&gt;
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]&lt;br /&gt;
* [[Bedroom]], defined from a [[bed]]&lt;br /&gt;
* [[Dining room]], defined from a [[table]]&lt;br /&gt;
* [[Jail]], defined from a [[cage]] or [[restraint]]&lt;br /&gt;
* [[Meeting hall]], defined from a [[well]] or [[table]]&lt;br /&gt;
* [[Sculpture garden]], defined from a [[statue]]&lt;br /&gt;
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]&amp;lt;br /&amp;gt;(These are actually the same thing, even though the game refers to them with different names)&lt;br /&gt;
* [[Tomb]], defined from a [[coffin]]&lt;br /&gt;
* [[Zoo]], defined from a [[cage]] or [[aquarium]]&lt;br /&gt;
&lt;br /&gt;
== Room grades ==&lt;br /&gt;
&lt;br /&gt;
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and furnishings. Higher-quality room grades will produce happy thoughts in dwarves utilizing these rooms. If a room contains items made from materials a dwarf favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] the walls and the floor.&lt;br /&gt;
&lt;br /&gt;
Rooms can also be assigned to specific dwarves (to satisfy a [[noble|noble's]] requirements, for instance). Bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
* Furniture adds to the quality, by exactly the value of the furniture, which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any decorations. Price adjustments by nobles do not affect this value. Statues and windows are a special case; any wall they block access to does not count towards room value.&lt;br /&gt;
&lt;br /&gt;
* Floor and wall grids add to value. See table below.&lt;br /&gt;
* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is divided by four for those rooms. Rooms can share walls and external doors just fine at no penalty.&lt;br /&gt;
** Alternately, make ''one'' large room, and install every noble there. The quality reduction for overlapping rooms is insignificant compared to the savings over constructing and furnishing a large number of rooms. As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.) The drawback to this method is that most nobles are happy with &amp;quot;decent&amp;quot; quality rooms or less, and if the king shows up, you must furnish this room to four times the &amp;quot;Royal&amp;quot; quality for it to count as Royal.&lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
&lt;br /&gt;
==== The room ====&lt;br /&gt;
&lt;br /&gt;
Taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000691 Draxxalon's study.] Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)&lt;br /&gt;
&lt;br /&gt;
{|{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray rock]] || 1 || 4 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Light/dark rock]] || 2 || 14 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]] || 3 || 21 || 3 || 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Double engraving (detailing) of grey rock has a base value of 10. This is multiplied by quality (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). The values for detailed light and dark stone are unexpected and may be buggy in the current version.&lt;br /&gt;
&lt;br /&gt;
* Example: a 3x3 Room&lt;br /&gt;
 XXXXX&lt;br /&gt;
 X...X&lt;br /&gt;
 X...X&lt;br /&gt;
 X....&lt;br /&gt;
 XXXXX&lt;br /&gt;
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all grey rock.&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
&lt;br /&gt;
All standard furniture (Beds, Coffers, Weapon Racks, ...) has a basic value of 10. For purposes of room value, doors are just another bit of furniture. This is multiplied by [[Item value|Material Values]] and [[Item value|Item Quality]]. A * Marble Door* , for example, is worth 10 (door) * 2 (marble) * 4 (* superior quality* ) = 80 points. It's easy to see that adding just some quality furniture will increase a room's value quite a bit. The floor space that the furniture is standing on still counts.&lt;br /&gt;
&lt;br /&gt;
* Windows, no matter how valuable, don't add to room cost.&lt;br /&gt;
&lt;br /&gt;
* Statues (basic value 25) do not block the tile they're standing on, but the wall they're standing in front of is rendered inaccessible and hence no longer contributes to room value.&lt;br /&gt;
&lt;br /&gt;
=== Specific room quality grades ===&lt;br /&gt;
&lt;br /&gt;
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. Unless noted otherwise, the title listed will be used for all room types: for instance, a Meager office is just that: a Meager Office. Bedrooms are referred to in-game as &amp;quot;quarters&amp;quot;: a Fine bedroom will be called &amp;quot;Fine Quarters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Meager ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 1 - 99&lt;br /&gt;
&lt;br /&gt;
A meager tomb is called a ''Grave''.&lt;br /&gt;
&lt;br /&gt;
==== Modest ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 100 - 249&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* a 3x2 room with one or two masterpieces in it.&lt;br /&gt;
* a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ). &lt;br /&gt;
&lt;br /&gt;
A modest tomb is called a ''Servant's Burial Chamber''.&lt;br /&gt;
&lt;br /&gt;
==== No adjective (plain room) ====&lt;br /&gt;
&lt;br /&gt;
Rent Value: 250 - 499&lt;br /&gt;
&lt;br /&gt;
A plain room can still be small:&lt;br /&gt;
&lt;br /&gt;
* 3x2, smooth walls, two or more excellent pieces of furniture. &lt;br /&gt;
* A 3x3 room single detailed everywhere (with no ore or gems in the walls) with an exceptional (triple bar) door, bed, cabinet, coffer, weapon rack and armor stand. (rent 395)&lt;br /&gt;
&lt;br /&gt;
A plain tomb is called a ''Burial Chamber''.&lt;br /&gt;
&lt;br /&gt;
==== Decent ====&lt;br /&gt;
&lt;br /&gt;
Rent Value: 500-999&lt;br /&gt;
&lt;br /&gt;
A decent tomb is called a ''Tomb''.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a masterpiece door, bed, cabinet, coffer, weapon rack, and armor stand. (rent 815)&lt;br /&gt;
* A 5x5 room, double detailed floor, good quality furniture.&lt;br /&gt;
&lt;br /&gt;
==== Fine ====&lt;br /&gt;
&lt;br /&gt;
Rent Value: 1000-1499 &lt;br /&gt;
&lt;br /&gt;
A fine tomb is, surprisingly enough, called a ''Fine Tomb'', and a fine office is called a ''Splendid Office''.&lt;br /&gt;
&lt;br /&gt;
==== Great ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 1500 - 2499&lt;br /&gt;
&lt;br /&gt;
A great tomb is called a ''Mausoleum'', and a great office is called a ''Throne Room''.&lt;br /&gt;
&lt;br /&gt;
==== Grand ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 2500 - 9999&lt;br /&gt;
&lt;br /&gt;
A grand tomb is called a ''Grand Mausoleum'', and a grand office is called an ''Opulent Throne Room''.&lt;br /&gt;
&lt;br /&gt;
* A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture.&lt;br /&gt;
&lt;br /&gt;
* A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece.&lt;br /&gt;
&lt;br /&gt;
==== Royal ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 10000+&lt;br /&gt;
&lt;br /&gt;
A doubly-detailed, heavily furnished 20x20 Dining Room topped out as Royal. You can get a lesser room there with the invaluable aid of masterpiece furniture or engravings. Note that the fastest way to get a Royal room is to stuff it full of platinum statues; 10 basic-quality platinum statues makes a Royal room.&lt;br /&gt;
&lt;br /&gt;
A royal tomb is called a ''Royal Mausoleum'', and a royal office is called a ''Royal Throne Room''.&lt;br /&gt;
&lt;br /&gt;
Royal is the highest-quality room grade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4566</id>
		<title>40d:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4566"/>
		<updated>2007-11-11T06:50:04Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: When smelting steel without a magma smelter, you do not in fact need two carbon materials.  Apparently in this version the fuel also counts as the carbon source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Steel|color=#888|color1=#FFF|tile1=●|color2=#888|color3=#888&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Pig iron]] [[bar]]&lt;br /&gt;
* 1 [[Coke]]&lt;br /&gt;
* 1 [[Flux]]&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Magma]] proof&lt;br /&gt;
* [[Armor|Block]]% 133&lt;br /&gt;
* [[Damage]]% 133&lt;br /&gt;
* [[Material value]] 30}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' can be smelted at a [[smelter]] by a dwarf with the [[furnace operator]] labor activated.  It is an extremely durable metal and is highly [[item value|valuable]].&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&lt;br /&gt;
The recipe for steel is:&lt;br /&gt;
* One [[pig iron]] bar&lt;br /&gt;
* One [[iron]] bar&lt;br /&gt;
* One [[flux]] material&lt;br /&gt;
* One carbonaceous material ([[coke]] or [[charcoal]])&lt;br /&gt;
&lt;br /&gt;
When the above items are combined at a smelter, the product is two bars of steel; the carbon and flux are lost in the reaction, but the pig iron and iron are combined into steel.&lt;br /&gt;
&lt;br /&gt;
==Production chain==&lt;br /&gt;
&lt;br /&gt;
In terms of raw materials, the total required to produce the two steel bars is:&lt;br /&gt;
* Two units of iron ore, smelted into two iron bars&lt;br /&gt;
** One iron bar is smelted into pig iron&lt;br /&gt;
** One iron bar is used to produce the steel&lt;br /&gt;
* Two flux materials&lt;br /&gt;
** One flux material is used to smelt pig iron&lt;br /&gt;
** One flux material is used to produce the steel&lt;br /&gt;
* Two carbon materials&lt;br /&gt;
** One carbon material is used to smelt pig iron&lt;br /&gt;
** One carbon material is used to produce the steel.&lt;br /&gt;
&lt;br /&gt;
It will require a total of 4 smelting operations to produce the steel, but the carbon source is also used as the fuel when smelting in a normal [[smelter]].  Thus you require 4 units of [[fuel]] for the entire resource chain if not using a [[magma smelter]].&lt;br /&gt;
&lt;br /&gt;
* Two units of fuel to smelt two units of iron ore into iron bars&lt;br /&gt;
* One unit of fuel to smelt one iron bar into pig iron&lt;br /&gt;
* One unit of fuel to produce the steel bars&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: dotted 1px #66f&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore &amp;amp;times;1&amp;lt;br/&amp;gt;&lt;br /&gt;
+ Fuel &amp;amp;times;1&lt;br /&gt;
| style=&amp;quot;padding-right: 48px; padding-left: 12px&amp;quot; | &amp;amp;rarr;&lt;br /&gt;
| Iron Bars &amp;amp;times;1&amp;lt;br/&amp;gt;&lt;br /&gt;
+ Fuel &amp;amp;times;1&amp;lt;br/&amp;gt;&lt;br /&gt;
+ Carbon &amp;amp;times;1&amp;lt;br/&amp;gt;&lt;br /&gt;
+ Flux &amp;amp;times;1&lt;br /&gt;
| style=&amp;quot;padding-right: 36px; padding-left: 12px&amp;quot; | &amp;amp;rarr;&lt;br /&gt;
| style=&amp;quot;vertical-align: bottom&amp;quot; | Pig Iron &amp;amp;times;1&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| style=&amp;quot;padding-right: 48px; padding-left: 12px&amp;quot; | &amp;amp;rarr;&lt;br /&gt;
| Steel Bars &amp;amp;times;2&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore &amp;amp;times;1&amp;lt;br/&amp;gt;&lt;br /&gt;
+ Fuel &amp;amp;times;1&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| &amp;amp;rarr;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| Iron Bars &amp;amp;times;1&amp;lt;br/&amp;gt;&lt;br /&gt;
+ Fuel &amp;amp;times;1&amp;lt;br/&amp;gt;&lt;br /&gt;
+ Carbon &amp;amp;times;1&amp;lt;br/&amp;gt;&lt;br /&gt;
+ Flux &amp;amp;times;1&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jail&amp;diff=23872</id>
		<title>40d:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Jail&amp;diff=23872"/>
		<updated>2007-11-10T14:01:57Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''jail''' is a special room used in [[dwarven justice]].  It is designated from a [[chain]] or [[rope]], or from a metal [[cage]].&lt;br /&gt;
&lt;br /&gt;
Your fort's [[sheriff]] or [[captain of the guard]] will request chains, ropes or metal cages to be designated as jails.  The current number of ropes or chains needed is indicated on the {{key|z}} Status menu, under the Justice submenu.  The number of them requires is one-tenth the current population, rounded down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are chained in a jail will be unable to sleep unless a bed is placed adjacent to the chain.  Due to an oversight as of v0.27.169.33a, dwarves without bedrooms will happily sleep on the beds in the jail, tying up the beds and preventing them from being used by the prisoner.&lt;br /&gt;
&lt;br /&gt;
== Happy Prisoners ==&lt;br /&gt;
&lt;br /&gt;
Prison is a great place for dwarves to become terminally upset.  Generally inmates are still suffering from the bad [[thought]]s that caused them to tantrum and become imprisoned in the first place.  Just being in prison makes dwarves very unhappy, and since your other dwarves will only bring them water to drink, the lack of alcohol makes it worse.  To prevent an infinite string of tantrums and ever-lengthening prison sentences, it is a good idea to make your prison a very nice place.  Engraved walls and placing high-quality statues for the prisoner to admire are a good start.  Dwarves will also admire their own chains, if they are high quality or made of expensive metal.  If you place a tiny alcohol [[stockpile]] next to the chain, the prisoner can help himself to [[alcohol]], avoiding both the unhappy thoughts from alcohol deprivation, and the need for your other dwarves to supply him with water.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19867</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19867"/>
		<updated>2007-11-09T13:50:15Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: /* Training / Sparring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (note: 'A', not 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question (note: 'a', not 'A' on this screen).&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) &amp;quot;normal&amp;quot; skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads.&lt;br /&gt;
This is done by pressing 'enter' on recruits.  You cannot task a [[soldier]] with leading dwarves more skilled than they are.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a weird screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issueing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Unless ordered otherwise, squads will fight and pursue animals and enemies until their death or they leave the immediate closeness of the stationing-marker. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the military screen will head to the barracks and begin sparring to train their skills.  It is possible to get horrendous injuries by letting your dwarves spar with weapons, so it is strongly advisable to make them train first without weapons to improve their [[wrestling]] skill, and then outfit them with armour before you give them real weapons to practice with.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he has gained much combat skill, you may want to release him from duty so he can at least serve your economy as a hauler, and give his weapon and armor to a dwarf who will practice with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]][[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bismuth_bronze&amp;diff=14239</id>
		<title>40d:Bismuth bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bismuth_bronze&amp;diff=14239"/>
		<updated>2007-11-09T05:13:57Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bismuth bronze is an [[alloy]] made from [[bismuth]], [[tin]], and [[copper]].  It makes average [[weapon]]s and [[armor]], stronger than [[copper]] or [[silver]], but weaker than [[iron]] or [[steel]].  Like all conventional [[metal]]s, bismuth bronze can't hold a candle to [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|you can make a lighter colored bronze by adding bismuth, used temp values from bronze, used by incas, at least according to one source ha ha&lt;br /&gt;
* BISMUTH_BRONZE&lt;br /&gt;
* COLOR:6:6:1&lt;br /&gt;
* VALUE:6&lt;br /&gt;
* SPEC_HEAT:435&lt;br /&gt;
* MELTING_POINT:11868&lt;br /&gt;
* BOILING_POINT:14140&lt;br /&gt;
* Offers damage percentage of 75% and defence of 75%.&lt;br /&gt;
* SOLID_DENSITY:8250 used bronze}}&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bismuth&amp;diff=16484</id>
		<title>40d:Bismuth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bismuth&amp;diff=16484"/>
		<updated>2007-11-09T05:12:32Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bismuth is a [[metal]] that can only be obtained by [[smelting]] [[bismuthinite]].  It can be [[alloy]]ed with [[tin]] and [[copper]] to create [[bismuth bronze]], a metal identical to [[bronze]].&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pig_tail&amp;diff=7996</id>
		<title>40d:Pig tail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pig_tail&amp;diff=7996"/>
		<updated>2007-11-09T02:26:25Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: Added a reference and link to dimple cups, a good companion crop to pig tail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the six known subterranean crops, as such may only be grown underground.  Pig tails are a quickly maturing crop, taking only 25 days to produce a harvest.&lt;br /&gt;
&lt;br /&gt;
Pig tails may processed at a [[Farmer's workshop|farmer's workshop]] into thread.  Then used to produce cloth at a [[Loom|loom]]. &lt;br /&gt;
Otherwise, they may be [[brewery|brewed]] into Dwarven Ale.&lt;br /&gt;
&lt;br /&gt;
If you're planting pig tail for cloth, you might consider planting [[dimple cup]]s during the spring and winter.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;br /&gt;
[[Category:Indoor crops]]&lt;br /&gt;
[[Category:Summer crops]]&lt;br /&gt;
[[Category:Fall crops]]&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Region_features&amp;diff=20997</id>
		<title>40d:Region features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Region_features&amp;diff=20997"/>
		<updated>2007-11-05T19:16:01Z</updated>

		<summary type="html">&lt;p&gt;Mzbundifund: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Picking a starting region to build your dwarf fortress is a delicate work. Take a look at the list below and consider what you might need in your fort.&lt;br /&gt;
&lt;br /&gt;
== Visible features ==&lt;br /&gt;
&lt;br /&gt;
=== Forest ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Forests have plenty wood and plants for outdoor farming.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Trade wagons can have a hard time navigating thick forest.  Evil and untamed forests can have dangerous creatures.&lt;br /&gt;
&lt;br /&gt;
=== Desert/Beach ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Sand for glassware, easily navigated by trade wagons&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Little wood or stone.&lt;br /&gt;
&lt;br /&gt;
=== Aquifer ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Infinite source of water anywhere on the map&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Difficult to get under to access stone and minerals&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Fishing, water for farming and drinking&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Some dangerous river creatures&lt;br /&gt;
&lt;br /&gt;
=== Lake ===&lt;br /&gt;
&lt;br /&gt;
Small lakes are present in pretty much every other tile of the world.&lt;br /&gt;
&lt;br /&gt;
=== Ocean ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Saltwater&lt;br /&gt;
&lt;br /&gt;
=== Open volcano vent ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Magma forges, obsidian, magma defense&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Magma monsters, strange mood crafters -demand- magma forges&lt;br /&gt;
&lt;br /&gt;
=== Cliff ===&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Don't want something? Drop it off the side of the cliff!&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' May tax the system slightly&lt;br /&gt;
&lt;br /&gt;
== Hidden features ==&lt;br /&gt;
&lt;br /&gt;
=== Chasm ===&lt;br /&gt;
&lt;br /&gt;
=== Underground lake/river ===&lt;br /&gt;
&lt;br /&gt;
=== Pit ===&lt;br /&gt;
&lt;br /&gt;
{{Category:World}}&lt;/div&gt;</summary>
		<author><name>Mzbundifund</name></author>
	</entry>
</feed>