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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=No-more-oxygen</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-09-11T03:22:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Raw_adamantine&amp;diff=164523</id>
		<title>v0.34:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Raw_adamantine&amp;diff=164523"/>
		<updated>2012-02-21T10:11:21Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: /* Veins and Mining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|18:25, 8 November 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The ore of [[adamantine]] is absurdly valuable, and can be processed into one of the most valuable [[material]]s in the game, both in monetary value and utility.  Its discovery is both a boon and a bane; it has a massive [[value]] even unrefined, and weapons and armor made from it are very likely among the best possible.  Its high melting point means you can easily use it to build magma-safe mechanisms and floodgates, but this is not recommended due to its scarcity and value in other items.&lt;br /&gt;
&lt;br /&gt;
Raw adamantine has a [[Item_value#Material_multipliers|Material Multiplier]] of x250. For a comparison to other mined materials, generic [[stone]] has a MM of x1, [[obsidian]] x3, [[native silver]] x 10, [[native gold]] x30, and [[native platinum]] x40.  Processed [[adamantine]] &amp;quot;metal&amp;quot; has a multiplier of x300, the highest in the game of any [[material]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
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Adamantine is so valuable, both in price and usefulness, that a special message pops up when your miners discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
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== Location ==&lt;br /&gt;
&lt;br /&gt;
Every map can contain adamantine, regardless of the location. Very small maps can lack adamantine veins, usually however multiple veins are present (~1 per 4 embark squares). If an adamantine vein is located in an embark square, it will be in the center of this square. Adamantine veins can appear on the surface, but will be bordered by a great magma sea.(Confirmed in adventure mode)&lt;br /&gt;
&lt;br /&gt;
More specific statistics, [http://www.bay12forums.com/smf/index.php?topic=69048.msg1677543#msg1677543 from this forum post]:&lt;br /&gt;
&lt;br /&gt;
: Word of Toady, and supported by all the careful research I've seen so far, is that there is one blue spire generated in every 2x2 [[embark]] grid, randomly placed amongst the four embark squares.  Every 16x16 region square therefore has exactly 64 blue (and one special [[main:HFS|HFS]]).  A 2x2 embark aligned to the grid will have exactly one blue spire.  A 2x2 embark offset may have as few as none or as many as four blue spires.  Over all the possible configurations of 2x2 embarks, your odds are as follows (rounded): zero blue, 20.4%; one blue, 60.6%, two blue, 17.8%, three blue, 1.8%, four blue, 0.1%, with an average (not surprisingly) of one blue; you also have a chance of special HFS of about 1.6%.  &lt;br /&gt;
&lt;br /&gt;
: A 3x3 is guaranteed (barring serious program bugs) to have at least one blue, has an average of 2.25 blue, and a max of four blue, with a special HFS chance of about 3.5%.  An unaligned 4x4 still has a minimum of one blue, but an average of four blue, and a max of nine blue; with special HFS chance of about 6.3%; aligning it with the grid gives you exactly four blue.  Moving up to a 5x5 increases the minimum blue to four, with an average of 6.25 and a max still of nine; the special HFS chance is 9.8%.  If you're planning one making the HFS a major part of your fortress and don't cheat with reveal, an aligned 4x4 is the smallest you can generate that is guaranteed to have multiple blue (and therefore a high chance of multiple entrances, reducing the risk that one of the spires will not be traversable).&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Raw Adamantine is stored in stone stockpiles with &amp;quot;Raw Adamantine&amp;quot; enabled in that stockpile's 'other stone' category. Once extracted, adamantine strands will be stored in Cloth stockpiles which have the appropriate materials enabled.&lt;br /&gt;
&lt;br /&gt;
==Veins and Mining==&lt;br /&gt;
&lt;br /&gt;
[[File:Adamantine_vein_large_profile.png|200px|thumb|right|A profile view of an adamantine vein travelling through an underground cavern, solid rock, and a magma sea. For more detail and resolution click the thumbnail.]]&lt;br /&gt;
&lt;br /&gt;
It's worth noting that a tile of Raw adamantine, when mined out, will always produce a stone, regardless of the skill of the miner. Raw adamantine veins, in contrast to usual ore veins, span z-levels nearly exactly straight upwards, and are thicker than many gem clusters. Adamantine veins can span from 5 to 30-40 z-levels, sometimes even significantly more. Despite being impossibly strong in its refined form, a simple copper pick works fine for mining it out, and the vein is full of raw adamantine ripe for the diggin'. Just make sure you don't dig too deep...&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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One serious downside to mining veins of raw adamantine is that some veins are hollow, and digging into the hollow section will eventually lead to a certain [[Hidden Fun Stuff|spoiler]], triggering [[losing|dangerously large amounts of fun]] which can and usually will wipe out even a mature, heavily defended fortress. On the bright side, the location of all adamantine veins will be revealed at this time.&lt;br /&gt;
&lt;br /&gt;
Adamantine can be found in vertical pillars in the [[magma sea]]. This makes mining difficult, as one must either drain the area around the pillar to mine the pillar fully, or in cases of thicker pillars, mine out only the interior without breaching the exterior layer (and thus flooding the interior with magma). However, with the access to vast amounts of water almost guaranteed on any map thanks to underground lakes, it might be possible to use selective flooding to cool the magma around the adamantine, and build walls of obsidian around them.&lt;br /&gt;
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''(end spoilers)''&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Eagle&amp;diff=164346</id>
		<title>v0.34:Eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Eagle&amp;diff=164346"/>
		<updated>2012-02-19T19:52:13Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Giant eagle]], they cannot be trained, however, they are not exotic and can be tamed without a [[Dungeon master]]. They lay few eggs and provide little meat when butchered, making them fairly useless, especially considering their low pet value.&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=164316</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=164316"/>
		<updated>2012-02-19T17:15:02Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: /* Eagles */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and says &amp;quot;Add topic&amp;quot;. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Spanish translation ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== PROBLEM ==&lt;br /&gt;
since you &amp;quot;upgraded&amp;quot; the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this:    DF2010-Magma.gz&lt;br /&gt;
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual&lt;br /&gt;
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upload Button Missing ==&lt;br /&gt;
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
 --[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)&lt;br /&gt;
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== Eagles ==&lt;br /&gt;
&lt;br /&gt;
Why can't I create new pages? I want to create a page about normal eagles.&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=136036</id>
		<title>v0.31 Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=136036"/>
		<updated>2011-02-14T18:40:23Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone re-verified the diagonal miasma thing in DF2010? I thought I saw some leaking diagonally, but there were other openings, so I may have been wrong. --[[User:Romeofalling|Romeofalling]] 19:09, 29 September 2010 (UTC)&lt;br /&gt;
:I've used diagonal gaps in a 0.31.12 fortress and they successfully blocked miasma. --[[User:Quietust|Quietust]] 19:29, 29 September 2010 (UTC)&lt;br /&gt;
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What happens when Goblins and such sit in side Miasma for a while? does it get them sick, do they die from it?&lt;br /&gt;
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In the latest version, miasma seems to appear from other sources than rotting items. I have adequate refuse piles and no known rotting items, however I have about one hundred animals, and my cage containing a few animals suddenly spawned miasma.--[[User:No-more-oxygen|No-more-oxygen]] 18:40, 14 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Liaison&amp;diff=136007</id>
		<title>v0.31:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Liaison&amp;diff=136007"/>
		<updated>2011-02-13T12:25:05Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: &lt;/p&gt;
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&lt;div&gt;{{quality|Fine|00:44, 12 October 2010 (UTC)}}{{av}}&lt;br /&gt;
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==Dwarven==&lt;br /&gt;
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''&amp;quot;Our fortunes rise and fall together.&amp;quot;''&lt;br /&gt;
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Liaisons from other civilisations arrive with their caravans.  If your liaison is killed somehow, he or she should be replaced next year and visit you eventually.  The elevation of your colony will not occur unless the liaison leaves the map alive.  You will, however, get another chance for elevation when the new one visits.  It is speculated that donations to your homeland can speed this up.&lt;br /&gt;
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Liaisons will attempt to attend a meeting with your leader.  They will typically follow your leader around, waiting for an opportunity to discuss your situation.  Your leader will need to perform the Conduct Meeting job, sometimes for quite a while, to satisfy the visiting liaison.&lt;br /&gt;
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If your liaison goes without meeting for a long period of time (or your mayor was taken by a {{L|strange mood}}), he or she will leave and you will get a screen informing you &amp;quot;Diplomacy stymied: A diplomat has left unhappy&amp;quot;. This also happens when the expedition leader/mayor is replaced.&lt;br /&gt;
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The Dwarven liaison will seek to draw up a trade agreement.  You'll be asked to indicate your demand for all the different kinds of goods; this will cause prices to be quoted, and will strongly influence the contents of next year's caravan.  In return, the liaison will indicate the prices that will be paid for goods the dwarven civilization particularly desires (you are not obligated to trade any of those items). If you have satisfied the requirements for becoming a barony, the liaison will also grant you the opportunity to appoint a {{L|baron}} (though only if the meeting is prevented from beginning until after the caravan has departed{{bug|519}}); upon satisfying the requirements for becoming a county or duchy, the liaison will also promote your baron to a {{L|count}} or {{L|duke}}.  Dwarven liaisons no longer arrive once the {{L|monarch}} moves to your fortress.&lt;br /&gt;
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==Other Civilizations==&lt;br /&gt;
In version 0.31.12 and earlier, Human and Elven caravans erroneously sent a liaison which claimed to be from the mountainhomes and happened to perform {{L|diplomat}}ic functions; this has since been fixed.{{bug|3089}}&lt;br /&gt;
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In 0.28.181.40d and earlier, Human caravans included a '''merchant noble''' (typically a &amp;quot;Guild Representative&amp;quot;) who would make trade agreements; however, they do not exist in the current version.&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=135974</id>
		<title>v0.31:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=135974"/>
		<updated>2011-02-12T20:18:08Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: /* {{L|Dwarves}} */&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
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'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
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'''Trader''' is the term used at your Trade Depot to refer to your fortress {{l|Broker}} when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a {{L|profession}}, the term usually only applies to visiting merchants, or to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.&lt;br /&gt;
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== Trade Depot ==&lt;br /&gt;
Building a {{L|Trade depot}} is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), {{L|thief|thieves}} and {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are in trade wagons or on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
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See the {{L|Trade depot}} article for more information on how to interact with it.&lt;br /&gt;
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==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better {{L|Appraisal}} skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's {{L|Broker skills|skills}} and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
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Goods brought by caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
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== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:0}}&amp;quot;&amp;gt;'''Brown'''&amp;lt;/span&amp;gt; Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:1}}&amp;quot;&amp;gt;'''White'''&amp;lt;/span&amp;gt; Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Purple'''&amp;lt;/span&amp;gt; Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.{{Verify}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Green'''&amp;lt;/span&amp;gt; Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}}&amp;quot;&amp;gt;'''Red'''&amp;lt;/span&amp;gt; Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better {{L|Judge of intent}} skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
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== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
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Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
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Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
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==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|civilization}} you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the {{L|King}} usually requires offerings to be made before his arrival.{{Verify}} You cannot offer items that were not made at your fortress; the traders do not want your spare goblin harvest clothes.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items - their refusal to accept back their wooden items is probably a bug which will be removed in a later release, though this has not been verified. It is also worth noting that in-game the only way to acquire wood is by chopping down trees, so it is likely that the elves have developed a method of growing and acquiring wood without killing trees which will be included in later development.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways) to the entrance of the fort and line this with traps; this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants) and wooden logs if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, whether stockpiled or utilized in buildings (such as wooden axles, water wheels, windmills, or workshops); thus, it is possible to trick caravans into thinking your supplies are low by {{L|forbid}}ding all of your relevant stocks immediately prior to their arrival. &amp;lt;p&amp;gt; &amp;lt;!-- This puts a paragraph break into a list item --&amp;gt; This also seems to apply to elven caravans bringing {{L|cloth}} (except that cloth that's turned into {{L|clothing}}, {{L|bag}}s or {{L|rope}} isn't counted).  So if you want elven caravans to ''stop'' bringing cloth, buy up all the cloth that the first few caravans bring and stash them somewhere.&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating {{L|civilization}}, and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans with wagons cannot use stairs. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}. {{Verify}} [Verified in 31.16 - Locked-in traders go insane, throw off their clothes, eventually attack a dwarf and are put down]&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (ie. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one.&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
{{L|Liaison}}s may be sent with caravans to speak to important dwarves. (THEY WILL SPEAK TO THOSE DWARVES! Even if they have to wait by the bed side in the hospital for months after the caravan left.)  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==== {{L|Dwarves}} ====&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Our fortunes rise and fall together&amp;quot;&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|autumn}}.&lt;br /&gt;
* carries metal bars, {{L|leather}}, weapons and armor, food and booze, and more.  Dwarves alone may bring {{L|steel}} and steel goods.&lt;br /&gt;
* is well guarded.&lt;br /&gt;
* sends a liaison who will speak with the {{L|Expedition Leader}}, {{L|Mayor}}, {{L|Baron}}, {{L|Count}}, or {{L|Duke}} to negotiate an import-export agreement (unless the {{L|Monarch}} is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== {{L|elf|Elves}} ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the {{L|Calendar|spring}}.&lt;br /&gt;
* carries {{L|cloth}}, {{L|rope}}s, various above ground seeds, {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en goods &amp;amp; {{L|weapon}}s, clothing and {{L|armor}}, and may carry tame {{L|creature}}s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* {{L|Wood}}en items, and items derived from wood (including {{L|tower-cap}} logs), such as {{L|charcoal}} and {{L|pearlash}}&lt;br /&gt;
* Items made from clear and crystal {{L|glass}} (because {{L|pearlash}} is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items {{L|decoration|decorated}} with any of the above materials&lt;br /&gt;
* {{L|Obsidian}} shortswords (since they have wooden handles)&lt;br /&gt;
* {{L|Soap}} (made with {{L|ash}})&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|thread}}. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Human}}s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in {{L|Calendar|summer}}.&lt;br /&gt;
* carries metal bars, sand, {{L|leather}}, cloth, food and booze, ropes, waterskins, quivers, backpacks,  bronze weapons and (too large) clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Goblin}}s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|cave-in}} will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed {{L|mule}} and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by {{L|ocean}} waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probability of recovering items if the wagon is destroyed by a wave.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.{{verify}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a {{L|siege}}.{{Verify}} (sieging verified in .31.12 Genesis-mod)&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants {{L|Insanity#Types|go berserk}}. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
== Currently Bugged ==&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot. {{bug|197}}&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going. {{bug|237}}&lt;br /&gt;
*Wild animals cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*If your {{L|hospital}} isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it.&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*If you destroy the Depot while they are unloaded you will get the leaving message but they will leave before the building is completely destroyed, so they will not reclaim any of their stuff because it is not available until the building is fully deconstructed. However any animals they had caged will only become friendly, you won't actually own them.&lt;br /&gt;
&lt;br /&gt;
If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rhesus_macaque&amp;diff=135972</id>
		<title>v0.31:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rhesus_macaque&amp;diff=135972"/>
		<updated>2011-02-12T18:30:51Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:44, 9 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Rhesus macaque&lt;br /&gt;
|symbol=m|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Shrubland|Temperate shrubland}}&lt;br /&gt;
* {{L|Savanna|Temperate savanna}}&lt;br /&gt;
* {{L|Grassland|Temperate grassland}}&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized monkey found in woods and grassland.  It usually lives on roots and insects but can become a pest in civilized areas, roaming in large groups and begging for scraps.''&lt;br /&gt;
&lt;br /&gt;
'''Rhesus macaques''' can be incredibly annoying and possibly dangerous. They disrupt jobs and bite if cornered or surprised by an awkward dwarf. They are known for stealing things.&lt;br /&gt;
&lt;br /&gt;
They are tamable, but requires a dungeon keeper.&lt;br /&gt;
&lt;br /&gt;
They are {{L|butcher|edible}}, but don't exist in the numbers/ consistency required for a consistent food source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theft ==&lt;br /&gt;
&lt;br /&gt;
'''Rhesus macaques''' are able to steal {{L|food}} and {{L|Finished goods|items}} left outside unattended, for instance in a trade depot.  If you receive a stolen good message then that means the macaque has already came, taken your item, and left the map.&lt;br /&gt;
&lt;br /&gt;
== Deterrence ==&lt;br /&gt;
&lt;br /&gt;
'''Rhesus macaques''' may become the subject of {{L|hunter|hunters}}, however this cannot be relied upon to eliminate a troop in a timely manner.&lt;br /&gt;
&lt;br /&gt;
The creatures will show up as valid targets on the military screen.  They do have no organization, and are easily dispatched by even a single shoddily equipped and skilled militia.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It has been suggested by some that Rhesus Macaque meat cooked with {{L|dwarven syrup}} is used for a tasty dwarven candy, or Rhesus Pieces. [http://www.bay12games.com/forum/index.php?topic=46408.msg922819#msg922819]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Rhesus_macaque&amp;diff=135971</id>
		<title>v0.31 Talk:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Rhesus_macaque&amp;diff=135971"/>
		<updated>2011-02-12T18:30:13Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Rhesus_macaque&amp;diff=135970</id>
		<title>v0.31 Talk:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Rhesus_macaque&amp;diff=135970"/>
		<updated>2011-02-12T18:29:09Z</updated>

		<summary type="html">&lt;p&gt;No-more-oxygen: Created page with 'Tamed a Rhesus macaque without a dungeon master in the most recent version.--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tamed a Rhesus macaque without a dungeon master in the most recent version.--[[User:No-more-oxygen|No-more-oxygen]] 18:29, 12 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>No-more-oxygen</name></author>
	</entry>
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