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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Old+Ancient</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-07T20:25:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=192757</id>
		<title>v0.34 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=192757"/>
		<updated>2013-09-18T15:27:52Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Many thoughts are now missing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--Saw the thought &amp;quot;admired own fine, tastefully arranged, statue lately&amp;quot;. Tastefully arranged is a new one to me.&lt;br /&gt;
Anyone know how or why it arises? [[User:Headjack|Headjack]] 04:43, 25 February 2012 (UTC)&lt;br /&gt;
:[[Sculpture garden]]. All furniture within is considered &amp;quot;tastefully arranged&amp;quot;. I'm assuming it was assigned to that dwarf as well given the &amp;quot;own&amp;quot; modifier. -- [[User:Qazmlpok|Qazmlpok]] 14:43, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Animal Trainers can get a [http://i47.tinypic.com/5ezexe.png (good?) thought] from [http://i48.tinypic.com/33eiyjq.png forming a relationship] with the animals.  I have no idea how it happens, only one out of multiple trainers has done this. Checking something... added &amp;quot;He has lost an animal training partner to tragedy recently&amp;quot; and dropped mood from ecstatic to happy after slaughtering one.--[[Special:Contributions/98.232.209.203|98.232.209.203]] 09:44, 6 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Many thoughts are now missing ==&lt;br /&gt;
&lt;br /&gt;
This page's new look is great, but I am surprised to see that several thoughts have been removed unaccountably. (Compare the current revision of this page with an older one, such as [http://dwarffortresswiki.org/index.php?title=DF2012:Thought&amp;amp;oldid=186325]). What is the reason for this?&lt;br /&gt;
[[User:Pie Maker|Pie Maker]] ([[User talk:Pie Maker|talk]]) 16:03, 3 July 2013 (UTC)&lt;br /&gt;
:The page explicitly says it's a selection of common thoughts, and references a complete [[List of Dwarven Thoughts]].  (Note that the older revision you referenced only listed 90-odd thoughts, not all 225 that the [[Utility:DFHack|DFHack utility]] knows about.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] ([[User talk:0x517A5D|talk]]) 21:44, 3 July 2013 (UTC)&lt;br /&gt;
::I do realise this, but the problem as I see it is that several of the removed thoughts actually do occur regularly during gameplay, even if they don't occur as commonly as the already listed thoughts. It is my belief that the wiki should list and explain all thoughts that occur during gameplay, so that any player who wishes to understand certain thoughts and the reasons behind them will have a source of information. Note that although the List of Dwarven Thoughts is thorough, it does not explain the trigger behind the thought, and does not differentiate between thoughts in the current version and thoughts that do not currently appear during gameplay, so it is not exactly the best source of information for a confused player. [[User:Pie Maker|Pie Maker]] ([[User talk:Pie Maker|talk]]) 11:42, 4 July 2013 (UTC)&lt;br /&gt;
:::I concur. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 15:27, 18 September 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Projects&amp;diff=190532</id>
		<title>Template:Projects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Projects&amp;diff=190532"/>
		<updated>2013-07-23T17:23:42Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: misleading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar&lt;br /&gt;
|name=Template:Projects&lt;br /&gt;
|pretitle=Part of a number of articles on&lt;br /&gt;
|title=Projects&lt;br /&gt;
|image=[[File:PumpStackTopView.png|200px|center]]&lt;br /&gt;
|headingstyle=font-size:13px; padding-left:5px; text-align:center; font-weight:bold;&lt;br /&gt;
|contentstyle=font-size:12px; padding-left:5px; text-align:center;&lt;br /&gt;
|heading1=Basic&lt;br /&gt;
|content1=[[Aqueduct]] • [[Archery tower]] • [[Dwarven atom smasher|Atom smasher]] • [[Danger room]] • [[Garbage dump]] • [[Mass pitting|Mass pit]] • [[Moat]] • [[Pit trap]] • [[Reservoir]]&lt;br /&gt;
|heading2=Advanced&lt;br /&gt;
|content2=[[Drowning chamber]] • [[Magma piston]] • [[Obsidian farming|Obsidian farm]] • [[Pump stack]] • [[Silk farming|Silk farm]] • [[Water wheel#Dwarven Water Reactor|Water reactor]] &lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;{{category|Design}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Garbage_dump&amp;diff=190530</id>
		<title>v0.34:Garbage dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Garbage_dump&amp;diff=190530"/>
		<updated>2013-07-23T17:19:28Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:03, 23 June 2013 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Stockpile.png|thumb|350px|right|Garbage dumps are used most often for clearing out large areas of leftover stone - for instance, when constructing a [[stockpile]] (note that since the changes made in version 0.34.10, [[mining]] doesn't generate quite so many leftover stones, though the number is still significant).]]&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items designated for dumping - either with by using {{k|k}}-{{k|d}} (one item at a time), or {{k|d}}-{{k|b}}-{{k|d}} (area dumping; note that this designates ''all'' items on the tiles for dumping, even placed [[furniture]]). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are randomly filled by haulers whenever the items appear on the map.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding, however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason Urist is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps only accept items that have been marked for dumping, require dwarves to have [[refuse hauling]] [[labor]] enabled, and are subject to refuse [[standing orders]] ({{k|o}}-{{k|r}}). Most notably, dwarves will ''not'' dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}). To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]]. Items dumped into [[magma]] that are not [[magma safe]] will permanently disappear, which is useful for disposing of clutter and increasing [[fps]]. Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects. Dumping items into [[magma]] can be [[fun|dangerous]] due to the [[magma mist]] generated when objects fall into magma. It is advised to dump items into magma from a hole several z-levels up to avoid [[Fire|!!Dwarves!!]] running around the fortress.&lt;br /&gt;
&lt;br /&gt;
Dumped items are automatically marked as [[forbid]]den, preventing dwarves from touching them. If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{k|d}}-{{k|b}}-{{k|c}} and tracing the designation over the objects in question. If you designate items for dumping, but forget to mark an active garbage dump, your dwarves will continue hauling / using the item, until an active garbage dump is marked.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into'' that open space, even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress. However care must be taken to prevent dwarves and livestock from being struck by falling objects, perhaps with [[traffic]] designations. Dwarves usually throw dumped items in the nearest available garbage dump, although this is not an ironclad rule.  If a nearer zone becomes available after they have already started the job they will ignore it. They also have a preference for open space dumps.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves occasionally ignore items that are meant to be dumped; viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again ({{k|f}}-{{k|f}}-{{k|d}}-{{k|d}}) seems to correct this problem. Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps are great space savers because they can hold an infinite number of items on one tile; with some micromanagement they can even compress large, one-item-per-tile [[stockpile]]s into single-tile [[quantum stockpile]]s (although this requires additional work and is usually considered an [[exploit]]). The most common use for garbage dumps is for cleaning away loose stones left in your fortress by your [[miner]]s: mark them for dumping, wait for the jobs to be completed, and then reclaim them ({{k|d}}-{{k|b}}-{{k|c}}) for use by your stonemasons; bonus points if you do this next to a stoneworking workshop and then re-designate the tile as a stone stockpile. If the dump is designated inside a workshop, the workshop will not become cluttered. However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per intended behavior, items will be dumped into the magma.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarven_atom_smasher&amp;diff=190528</id>
		<title>v0.34:Dwarven atom smasher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarven_atom_smasher&amp;diff=190528"/>
		<updated>2013-07-23T17:16:14Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:34, 2 October 2010 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
[[Image:DwarfSMASH.PNG|thumb|An atom smasher. Take care so there are &amp;lt;s&amp;gt;no&amp;lt;/s&amp;gt; dwarves underneath when you trigger the bridge.]]&lt;br /&gt;
&lt;br /&gt;
The '''Dwarven Atom Smasher''' is a nickname for a [[drawbridge]] in waste disposal or militarily-significant applications. It [[exploit]]s the implementation of drawbridges to utterly destroy any objects and most creatures in its target area. A &amp;lt;abbr title=&amp;quot;Dwarven atom smasher&amp;quot;&amp;gt;DAS&amp;lt;/abbr&amp;gt; works fine as a trash compactor to smash [[stone]], [[item]]s, and [[water|fluid]]s straight into oblivion.&lt;br /&gt;
&lt;br /&gt;
== Smashing against the ground ==&lt;br /&gt;
In this design, a drawbridge is built to come down on at least one tile of solid ground. The drawbridge is raised, the targets are placed (or move of their own volition) into position on that ground, and then the drawbridge is lowered, erasing the targets from existence. Most commonly, a garbage dump [[activity zone]] is used in order to place items beneath the drawbridge (as stockpiles cannot be placed on top of existing buildings), but other methods such as flowing [[water]] have been used with varying degrees of success.&lt;br /&gt;
&lt;br /&gt;
Sand or dye in bags doesn't get erased while the bag does, creating a small pile of sand or dye on the ground.  Similarly, contaminants (eg blood, vomit) are not erased when a bridge descends on them.&lt;br /&gt;
&lt;br /&gt;
== Smashing upon closing ==&lt;br /&gt;
In this design, a very compact drawbridge (as little as one tile long) is used, and the target area is the one-tile wide anchoring area, where the bridge will close. This often uses walls, locked doors, or other solid objects, leaving the targets nowhere to go. The drawbridge is lowered, the targets are placed (or move of their own volition) into position on the tile(s) that the drawbridge will occupy when closing, and then the drawbridge is raised, squashing the targets flat.&lt;br /&gt;
&lt;br /&gt;
== Immune creatures ==&lt;br /&gt;
A DAS will not work on some tall creatures. Creatures with a size over 1,200,000 (e.g. [[elephant]]s, [[bronze colossus]]es) will make it impossible to raise a drawbridge they are standing on as well as cause a drawbridge to immediately deconstruct if lowered upon the creature.  See the [[List of creatures by adult size#bridge|list of creatures by adult size]] for a complete listing of creatures immune to bridges.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Aqueduct&amp;diff=190526</id>
		<title>v0.34:Aqueduct</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Aqueduct&amp;diff=190526"/>
		<updated>2013-07-23T17:08:20Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:47, 30 April 2012 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''aqueduct''' is any set of elements that carries [[water]] or [[magma]] (the game's two types of fluids) from one location to another. Using a combination of [[channel]]s, [[dig|tunnels]], [[screw pump]]s, and natural or constructed [[floor]]s and [[wall]]s, an aqueduct taps into a natural source of either and creates a path for them to follow, using a combination of [[pressure]] and [[gravity]] to funnel it to its destination. Aqueducts are usually a means to an end and not an end in and of themselves.&lt;br /&gt;
&lt;br /&gt;
Although simple aqueducts don't need much utility, certain measures like roofing over channels and installing [[lever]]-bound [[floodgate]]s or [[bridge]]s are useful for safety, maintenance, and modification reasons. More complicated aqueducts often handle [[pressure|pressurized]] flows; since in-game pressure sometimes behaves in counter intuitive ways, it is generally a good idea to familiarize oneself with its mechanics before undertaking any large project, lest [[flood]]ing occurs.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
The most primitive kind of aqueduct is an open surface [[channel]], usually dug out from the local [[river]] or [[lake]] to your fortress to provide your dwarves with a less exposed [[fishing]] outlet and a source of [[thirst|clean drinking water]]. This is often combined with an equally simple [[reservoir]] and/or a [[well]]:&lt;br /&gt;
     '''Simple aqueduct'''&lt;br /&gt;
        top view&lt;br /&gt;
     {{tc|cyan|≈≈≈}}{{tc|green|......}}{{tc|gray|{{char|186}}++}}          {{tc|cyan|≈ }} = [[River]]/[[lake]]&lt;br /&gt;
     {{tc|cyan|≈≈≈}}{{tc|green|......}}{{tc|gray|{{char|186}}++}}          {{tc|blue|≈ }} = [[Channel]] filled with water&lt;br /&gt;
     {{tc|cyan|≈≈≈≈}}{{tc|blue|≈≈≈≈≈}}{{tc|gray|{{char|186}}}}{{tc|blue|≈}}{{tc|olive|{{char|9}}}}          {{tc|gray|+}}{{tc|green|.}} = [[Floor]] (indoor/outdoor)&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;.....&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}++&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}} &amp;lt;/font&amp;gt; = [[Wall]]&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;.....&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}++&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;{{char|9}} &amp;lt;/font&amp;gt; = [[Well]]&lt;br /&gt;
&lt;br /&gt;
Only rivers and ''some'' [[murky pool]]s and [[lake]]s provide fresh surface water suitable for drinking and [[cleaning]] the [[wound]]s of injured dwarves. [[Ocean]]s always provide salt water, lakes may provide [[main:stagnant|stagnant]] or salt water and murky pools are usually stagnant. Although these water sources can still be fished and used for various other purposes, they cannot be drunk from or used in injury treatment without a high [[infection]] risk, and must be desalinated through a [[screw pump]] first. [[Fortification]]s are often useful, as they prevent swimming creatures from pathing into your fortress through your waterworks and will depressurize any water that flows through them (one sometimes causes problems with the other).&lt;br /&gt;
&lt;br /&gt;
Another useful utility is a &amp;quot;dump&amp;quot; channel, an aqueduct that dumps a large body of fluid off-map. Shallow reservoirs are often quick-dumped off the edge of the map at the [[caverns]] level, to take advantage of [[gravity]] and minimize [[frames per second|fps]] drag, and because you cannot [[dig]] the map's edge tile.&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
[[Magma]] is located in the bowels of the earth, and bringing it (closer) to the surface requires a special construction: the [[pump stack]] (aqueducts cannot &amp;quot;push&amp;quot; fluids up [[z-level]]s). Note that magma is much more viscous than water, so an over-application of pressure will be necessary to get a significant flow rate. Magma routing requires [[magma-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
:* [[Water]]&lt;br /&gt;
:* [[Magma]]&lt;br /&gt;
:* [[Screw pump]]&lt;br /&gt;
:* [[Pressure]]&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf_fortress_mode&amp;diff=190257</id>
		<title>v0.34:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf_fortress_mode&amp;diff=190257"/>
		<updated>2013-07-21T18:44:43Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:48, 31 August 2012 (UTC)}}{{av}}&lt;br /&gt;
:[[Modding guide|Modding]] is not covered on this page.&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventure mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark [[location]], and then assign your seven initial [[dwarves]] some starting [[DF2012:Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[DF2012:Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress mode is considered a [http://en.wikipedia.org/wiki/Construction_and_management_simulation_games construction and management simulation game]. This entails that few goals are imposed upon the player by the programming. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[DF2012:Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, chose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creatin ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic Features ===&lt;br /&gt;
The main features of a world are [[Biome]]s on the surface and [[Stone layers]] under the surface, some of which may contain [[Aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[River]]s, [[Volcano]]es, and [[Cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[Cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[Creature]]s, [[Civilization]]s, night creatures, and [[Megabeast]]s (including [[Titan]]s and [[Forgotten beast]]s) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a '''History''' that is viewable in [[Legends]] mode. Historical events will show up in [[Engravings]] and other artwork created by your dwarves. Historical '''dates''' are expressed in terms of the [[Calendar|Dwarven Calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[Engraving]]s and [[Decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[From Caravan to Happy Dwarves]] - a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Embark]]''&lt;br /&gt;
:''Also see: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as '''Embarking''' and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
A guide on how to embark can be found [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp here].&lt;br /&gt;
&lt;br /&gt;
== Gameplay User Interface ==&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI Concepts ===&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
==== Pausing and Resuming ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All but one (the {{K|s}}quads command) of the commands will automatically pause the game when you initiate them, but if you want to pause or unpause the game without initiating a command use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain announcements will pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main Screen ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options Screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
| Enter options menu (if at top level)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
| Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} - Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} - Saves the game and exits to the main menu screen. &lt;br /&gt;
*{{DFtext|Key Bindings}} - A UI for changing the [[Key bindings]]&lt;br /&gt;
*{{DFtext|Export Local Image}} - Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
*{{DFtext|Music and Sound}} - Options related to the [[Music | Music]] &lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or Succumb to Invasion) - This [[abandon]]s the fortress and then saves the map to the world's data files for later use. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=== Main Map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around a map with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map Cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around horizontally and diagonally. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview Map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status Indicators ===&lt;br /&gt;
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''Idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
A '''[[Frames per second|FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command Window ===&lt;br /&gt;
[[File:MainMenuv0.31.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become very familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your Dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are the creatures who implement your designs in between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
=== Eating, Drinking, and Sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and Immigration ===&lt;br /&gt;
Periodically new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].&lt;br /&gt;
&lt;br /&gt;
=== Jobs, Labors and Skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Mining]]''&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging Out Tunnels and Spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and Ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing Things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and Magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Stockpile]]''&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rooms, Furniture, and Portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining Rooms ===&lt;br /&gt;
:''Main article: [[Room]]''&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and Hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, Grates, and Bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Walls, Floors, and Stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Construction]]''&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[#Levers|Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
:''Main article: [[Trading]]''&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and Combat ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Military]]''&lt;br /&gt;
:''Also see: [[Military interface]] guide''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and Healthcare ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Healthcare]]''&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Burrow]]''&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Macros and Keymaps]]''&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf_fortress_mode&amp;diff=190256</id>
		<title>v0.34:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf_fortress_mode&amp;diff=190256"/>
		<updated>2013-07-21T18:06:50Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Goals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:48, 31 August 2012 (UTC)}}{{av}}&lt;br /&gt;
:[[Modding guide|Modding]] is not covered on this page.&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventure mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark [[location]], and then assign your seven initial [[dwarves]] some starting [[DF2012:Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[DF2012:Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress mode is considered a [http://en.wikipedia.org/wiki/Construction_and_management_simulation_games construction and management simulation game]. This entails that few goals are imposed upon the player by the programming. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[DF2012:Reclaim fortress mode|for the moment]], end if the last dwarf dies. Another goal that is programmed into the game is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, chose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creatin ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic Features ===&lt;br /&gt;
The main features of a world are [[Biome]]s on the surface and [[Stone layers]] under the surface, some of which may contain [[Aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[River]]s, [[Volcano]]es, and [[Cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[Cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[Creature]]s, [[Civilization]]s, night creatures, and [[Megabeast]]s (including [[Titan]]s and [[Forgotten beast]]s) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a '''History''' that is viewable in [[Legends]] mode. Historical events will show up in [[Engravings]] and other artwork created by your dwarves. Historical '''dates''' are expressed in terms of the [[Calendar|Dwarven Calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[Engraving]]s and [[Decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[From Caravan to Happy Dwarves]] - a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Embark]]''&lt;br /&gt;
:''Also see: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as '''Embarking''' and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
A guide on how to embark can be found [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp here].&lt;br /&gt;
&lt;br /&gt;
== Gameplay User Interface ==&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI Concepts ===&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
==== Pausing and Resuming ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All but one (the {{K|s}}quads command) of the commands will automatically pause the game when you initiate them, but if you want to pause or unpause the game without initiating a command use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain announcements will pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main Screen ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options Screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
| Enter options menu (if at top level)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
| Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} - Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} - Saves the game and exits to the main menu screen. &lt;br /&gt;
*{{DFtext|Key Bindings}} - A UI for changing the [[Key bindings]]&lt;br /&gt;
*{{DFtext|Export Local Image}} - Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
*{{DFtext|Music and Sound}} - Options related to the [[Music | Music]] &lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or Succumb to Invasion) - This [[abandon]]s the fortress and then saves the map to the world's data files for later use. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=== Main Map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around a map with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map Cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around horizontally and diagonally. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview Map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status Indicators ===&lt;br /&gt;
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''Idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
A '''[[Frames per second|FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command Window ===&lt;br /&gt;
[[File:MainMenuv0.31.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become very familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your Dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are the creatures who implement your designs in between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
=== Eating, Drinking, and Sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and Immigration ===&lt;br /&gt;
Periodically new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].&lt;br /&gt;
&lt;br /&gt;
=== Jobs, Labors and Skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Mining]]''&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging Out Tunnels and Spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and Ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing Things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and Magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Stockpile]]''&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rooms, Furniture, and Portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining Rooms ===&lt;br /&gt;
:''Main article: [[Room]]''&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and Hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, Grates, and Bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Walls, Floors, and Stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Construction]]''&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[#Levers|Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
:''Main article: [[Trading]]''&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and Combat ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Military]]''&lt;br /&gt;
:''Also see: [[Military interface]] guide''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and Healthcare ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Healthcare]]''&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Burrow]]''&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Macros and Keymaps]]''&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf_fortress_mode&amp;diff=190255</id>
		<title>v0.34:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf_fortress_mode&amp;diff=190255"/>
		<updated>2013-07-21T17:54:40Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Goals */  rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:48, 31 August 2012 (UTC)}}{{av}}&lt;br /&gt;
:[[Modding guide|Modding]] is not covered on this page.&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventure mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark [[location]], and then assign your seven initial [[dwarves]] some starting [[DF2012:Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[DF2012:Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress mode is considered a [http://en.wikipedia.org/wiki/Construction_and_management_simulation_games construction and management simulation game]. This entails that few goals are imposed upon the player by the programming. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endevours at the chosen site will, [[DF2012:Reclaim fortress mode|for the moment]], end if the last dwarf dies. Another goal that is programmed into the game is creating a fortress that attracts the king of your civilization. Therefore players typically, but by no means necessarily, chose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creatin ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic Features ===&lt;br /&gt;
The main features of a world are [[Biome]]s on the surface and [[Stone layers]] under the surface, some of which may contain [[Aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[River]]s, [[Volcano]]es, and [[Cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[Cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[Creature]]s, [[Civilization]]s, night creatures, and [[Megabeast]]s (including [[Titan]]s and [[Forgotten beast]]s) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a '''History''' that is viewable in [[Legends]] mode. Historical events will show up in [[Engravings]] and other artwork created by your dwarves. Historical '''dates''' are expressed in terms of the [[Calendar|Dwarven Calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[Engraving]]s and [[Decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[From Caravan to Happy Dwarves]] - a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Embark]]''&lt;br /&gt;
:''Also see: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as '''Embarking''' and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
A guide on how to embark can be found [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp here].&lt;br /&gt;
&lt;br /&gt;
== Gameplay User Interface ==&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI Concepts ===&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
==== Pausing and Resuming ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All but one (the {{K|s}}quads command) of the commands will automatically pause the game when you initiate them, but if you want to pause or unpause the game without initiating a command use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain announcements will pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main Screen ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options Screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
| Enter options menu (if at top level)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
| Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} - Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} - Saves the game and exits to the main menu screen. &lt;br /&gt;
*{{DFtext|Key Bindings}} - A UI for changing the [[Key bindings]]&lt;br /&gt;
*{{DFtext|Export Local Image}} - Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
*{{DFtext|Music and Sound}} - Options related to the [[Music | Music]] &lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or Succumb to Invasion) - This [[abandon]]s the fortress and then saves the map to the world's data files for later use. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=== Main Map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around a map with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map Cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around horizontally and diagonally. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview Map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status Indicators ===&lt;br /&gt;
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''Idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
A '''[[Frames per second|FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command Window ===&lt;br /&gt;
[[File:MainMenuv0.31.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become very familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your Dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are the creatures who implement your designs in between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
=== Eating, Drinking, and Sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and Immigration ===&lt;br /&gt;
Periodically new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].&lt;br /&gt;
&lt;br /&gt;
=== Jobs, Labors and Skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Mining]]''&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging Out Tunnels and Spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and Ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing Things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and Magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Stockpile]]''&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rooms, Furniture, and Portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining Rooms ===&lt;br /&gt;
:''Main article: [[Room]]''&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and Hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, Grates, and Bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Walls, Floors, and Stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Construction]]''&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[#Levers|Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
:''Main article: [[Trading]]''&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and Combat ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Military]]''&lt;br /&gt;
:''Also see: [[Military interface]] guide''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and Healthcare ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Healthcare]]''&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Burrow]]''&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Macros and Keymaps]]''&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf_fortress_mode&amp;diff=190254</id>
		<title>v0.34:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf_fortress_mode&amp;diff=190254"/>
		<updated>2013-07-21T17:24:28Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: rem. dubious+redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:48, 31 August 2012 (UTC)}}{{av}}&lt;br /&gt;
:[[Modding guide|Modding]] is not covered on this page.&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the more popular of two modes of gameplay in Dwarf Fortress, with the other mode being [[Adventure mode]]. It is often the mode implied when one talks about Dwarf Fortress. In fortress mode, you pick an embark [[location]], and then assign your seven initial [[dwarves]] some starting [[DF2012:Skill | skills]], equipment, provisions, and [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail, from geologically appropriate stone types to roaring waterfalls to ornery [[DF2012:Hippo | hippopotami]]. Rather than control individual dwarves, you design everything and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress mode is considered a [http://en.wikipedia.org/wiki/Construction_and_management_simulation_games construction and management simulation game]. This entails that few goals are imposed upon the player by the programming. &lt;br /&gt;
&lt;br /&gt;
The main goal, if it even can be called that, is to survive, typically, but by no means necessarily, by expanding into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]]. A player attempts to make their dwarves [[wealth|wealthy]] with fine [[finished goods|crafts]], valuable [[furniture]], and precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding an imminent death also requires making sure the dwarves have plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, and are [[clothing|clothed]] in [[leather]] or [[cloth]].&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't dig too greedily, or too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
To play Dwarf Fortress in fortress mode you must generate a world that includes a dwarven civilization. See [[World generation]] for detailed instructions. After at least one world has been generated you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic Features ===&lt;br /&gt;
The main features of a world are [[Biome]]s on the surface and [[Stone layers]] under the surface, some of which may contain [[Aquifer]]s. Other surface features that are significant, but which aren't biomes strictly speaking, are [[River]]s, [[Volcano]]es, and [[Cave]]s.&lt;br /&gt;
&lt;br /&gt;
There are also [[Cavern]]s and magma seas everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map and won't see them on the local map until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
=== Inhabitants ===&lt;br /&gt;
Every playable world will be inhabited by various [[Creature]]s, [[Civilization]]s, night creatures, and [[Megabeast]]s (including [[Titan]]s and [[Forgotten beast]]s) in addition to your dwarves. Even if your dwarves are minding their own business they are practically guaranteed to encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a '''History''' that is viewable in [[Legends]] mode. Historical events will show up in [[Engravings]] and other artwork created by your dwarves. Historical '''dates''' are expressed in terms of the [[Calendar|Dwarven Calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[Engraving]]s and [[Decoration]]s created by your dwarves or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
[[File:FlowchartDF.png|thumb|200px|right|[[From Caravan to Happy Dwarves]] - a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Embark]]''&lt;br /&gt;
:''Also see: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress you must pick a site, assign skill points to dwarves, and buy starting equipment. This is known as '''Embarking''' and is a major subject in and of itself. See the [[Embark]] guide for all of the details. Also see [[Starting build]] for more information on outfitting your expedition.&lt;br /&gt;
&lt;br /&gt;
After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
A guide on how to embark can be found [http://www.youtube.com/watch?v=r9yQiHCEGUI&amp;amp;feature=plcp here].&lt;br /&gt;
&lt;br /&gt;
== Gameplay User Interface ==&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI Concepts ===&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
==== Pausing and Resuming ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All but one (the {{K|s}}quads command) of the commands will automatically pause the game when you initiate them, but if you want to pause or unpause the game without initiating a command use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain announcements will pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main Screen ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options Screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
| Enter options menu (if at top level)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
| Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu. This allows you to do things like save or abandon your game.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Return to Game}} - Exit the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
*{{DFtext|Save Game}} - Saves the game and exits to the main menu screen. &lt;br /&gt;
*{{DFtext|Key Bindings}} - A UI for changing the [[Key bindings]]&lt;br /&gt;
*{{DFtext|Export Local Image}} - Use this to export each level of your map as .BMP files for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
*{{DFtext|Music and Sound}} - Options related to the [[Music | Music]] &lt;br /&gt;
*{{DFtext|Abandon the Fortress}} (or Succumb to Invasion) - This [[abandon]]s the fortress and then saves the map to the world's data files for later use. Once you abandon a fort, all of your dwarves cease to exist, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
=== Main Map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around a map with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map Cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around horizontally and diagonally. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview Map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status Indicators ===&lt;br /&gt;
In the upper left corner of the screen you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. The flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[#Combat Reports|reports screen]] and once you do the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''Idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
A '''[[Frames per second|FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command Window ===&lt;br /&gt;
[[File:MainMenuv0.31.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become very familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your Dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are the creatures who implement your designs in between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
=== Eating, Drinking, and Sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one occurs to them. If they become too unhappy they may throw [[tantrum]]s or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and Immigration ===&lt;br /&gt;
Periodically new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]] if they are [[Marriage|married]].&lt;br /&gt;
&lt;br /&gt;
=== Jobs, Labors and Skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do. With practice, dwarves will acquire skill, become faster and better at their jobs. A lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your organization. Some of these are appointed such as your broker and bookkeeper, but others such as [[Mayor]] are essentially forced on you by conditions in the game. See the main article on [[Noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Mining]]''&lt;br /&gt;
All of the '''digging''' operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
All digging operations are done using the {{K|d}}esignations menu.&lt;br /&gt;
&lt;br /&gt;
=== Digging Out Tunnels and Spaces ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|d}}&lt;br /&gt;
| [[Mining#Designating_the_area_to_be_mined|Designate area to mine]]&lt;br /&gt;
|}&lt;br /&gt;
This is what you use to dig out tunnels and larger spaces underground. See [[Mining#Designating_the_area_to_be_mined|designating an area to be mined]]. Note that you can not mine constructions. Instead you must remove them with {{K|d}}-{{K|n}}. (See below.)&lt;br /&gt;
&lt;br /&gt;
=== Channeling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|h}}&lt;br /&gt;
| Dig out a [[Channel]]&lt;br /&gt;
|}&lt;br /&gt;
A [[Channel]] is a hole dug in the floor which will mine out the [[z-level]] below too. Channeling an area will dig out the designated tile (if it hasn't been dug out already), the floor of that tile, and the tile below, possibly leaving a [[Ramp]] on the tile below. See [[Channel]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Stairways and Ramps ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|u}}&lt;br /&gt;
| Designate an upward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|j}}&lt;br /&gt;
| Designate a downward stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|i}}&lt;br /&gt;
| Designate an up and down stairway&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|r}}&lt;br /&gt;
| Designate an upward ramp&lt;br /&gt;
|}&lt;br /&gt;
See [[Stair]] and [[Ramp]]. Note that digging a stairway will not automatically create a stairway on the z-level above and/or below, but it will make it possible to dig another stairway immediately above and/or below.&lt;br /&gt;
&lt;br /&gt;
=== Removing Things ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|z}}&lt;br /&gt;
| Remove upward stairs/ramps&lt;br /&gt;
|-&lt;br /&gt;
| {{K|d}}-{{K|n}}&lt;br /&gt;
| Remove a construction&lt;br /&gt;
|}&lt;br /&gt;
These allow you to dig away upward ramps and stairs, and demolish constructed walls and floors. See [[Remove]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Water and Magma ===&lt;br /&gt;
While digging around you may encounter [[Water]] or [[Magma]], so be on the lookout for '''damp stone''' and '''warm stone'''. Digging into water or magma in the wrong place can completely flood your fort to the point where it is unrecoverable, so be careful where you dig.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Stockpile]]''&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rooms, Furniture, and Portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, use the {{K|q}} command, place the cursor on the item to remove, and hit {{K|x}}. This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|a}}&lt;br /&gt;
| place Armor Stand&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|b}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|c}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|n}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|f}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|h}}&lt;br /&gt;
| place Container&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|r}}&lt;br /&gt;
| place Weapon Rack&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|s}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|s}}&lt;br /&gt;
| place memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|t}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|R}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[Furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining Rooms ===&lt;br /&gt;
:''Main article: [[Room]]''&lt;br /&gt;
Certain types of furniture placed in an area can allow the area to be defined as a [[Room]] using {{K|q}}. The {{K|q}} command can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and Hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|d}}&lt;br /&gt;
| place Door&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|x}}&lt;br /&gt;
| place floodgate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|H}}&lt;br /&gt;
| place floor Hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[Door]]s and [[Hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
=== Windows, Grates, and Bars ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|W}}&lt;br /&gt;
| place Wall grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|G}}&lt;br /&gt;
| place floor Grate&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|B}}&lt;br /&gt;
| place vertical Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Alt}}+{{K|b}}&lt;br /&gt;
| place floor Bars&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|y}}&lt;br /&gt;
| place glass window&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|Y}}&lt;br /&gt;
| place gem window&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to install [[Window]]s, [[Grate]]s, and [[Bars]] over openings, assuming that you have already created them.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with {{K|d}}-{{K|n}}. Bridges and roads are removed with {{K|q}}.&lt;br /&gt;
&lt;br /&gt;
=== Walls, Floors, and Stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|w}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|f}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|r}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|u}}&lt;br /&gt;
| build Constructed Up [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|d}}&lt;br /&gt;
| build Constructed Down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|x}}&lt;br /&gt;
| build Constructed up and down [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|C}}-{{K|F}}&lt;br /&gt;
| build Constructed [[Fortification]] &lt;br /&gt;
|}&lt;br /&gt;
:''Main article: [[Construction]]''&lt;br /&gt;
[[Construction]]s are features that are built in place rather than created in a workshop and installed or carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[Stone]] or [[Wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|g}}&lt;br /&gt;
| build a bridge&lt;br /&gt;
|}&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[#Levers|Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|o}}&lt;br /&gt;
| build Paved road&lt;br /&gt;
|-&lt;br /&gt;
| {{K|b}}-{{K|O}}&lt;br /&gt;
| build Dirt road&lt;br /&gt;
|}&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
:''Main article: [[Trading]]''&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and Combat ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Military]]''&lt;br /&gt;
:''Also see: [[Military interface]] guide''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and Healthcare ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Healthcare]]''&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Burrow]]''&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Macros and Keymaps]]''&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=188093</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=188093"/>
		<updated>2013-06-17T14:36:31Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Dwarven 'mercenaries' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Accessible? ==&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depot Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
This is something I've not had the courage to verify, but I've noticed.  I deconstructed from under an Elven caravan once, and got their goods. They looked legit, and all that, and so I stocked them away, naturally.  I tried to trade with the next elf caravan, and making sure that none of the goods, even those weird &amp;lt;&amp;lt;ropes&amp;gt;&amp;gt; had any wood whatsoever. They claimed the item was one a beautiful tree, and is now a useless bauble.  They packed up and left.  I tried this more carefully the next year, and same thing.&lt;br /&gt;
&lt;br /&gt;
Point is, can anyone verify if a civ remembers what goods you steal by way of depot deconstruction? --[[User:Aescula|Aescula]] 10:23, 21 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
(EDIT) I would like to verify that you can, in fact, deconstruct the depot to gain all of the traders items. I haven't noticed any change in the factions relations with my fortress, but it's cheating! Do not cheat unless you need to! (to keep it fun for longer) ;)&lt;br /&gt;
&lt;br /&gt;
== Animal Genders ==&lt;br /&gt;
&lt;br /&gt;
I really feel stupid asking this one...  I notice the gender order in the liaison's meeting dialog seems to be set - Yak Cow and Yak Bull don't swap positions between liaisons, nor do Goose and Gander - but does anyone know which Dog and which Cat are which?  The three animals immediately above are all listed male first, then several in a row (dog, cat, donkey, horse) are listed which are impossible to distinguish male from female, then the next is listed female first.  I only need females to increase my breeding rate, of course, but this screen (and only this screen, as far as I can tell) fails to show any sign as to the animals' genders, if they're not distinguishable by name.    [[User:Gatherer818|Gatherer818]] 00:56, 4 September 2012 (UTC)&lt;br /&gt;
: I believe that males would come first, even if there gender isn't displayed, simply because there wouldn't be a good reason for them not to. If you need a specific gender, I would just request both and choose when they arrive, just to be safe. --{{User:Lethosor/sig}} 23:52, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins Arrive in Winter ==&lt;br /&gt;
I can confirm this. It's rare to have goblins at peace with your civilization, but it does in fact happen (with the same behavior as previous versions). Removing the verification tag in the paragraph that mentions it. [[User:Danjen|Danjen]] 02:54, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
While examining my disassembly of version 0.23.130.23a, I discovered some very interesting logic in the caravan code: the exact rules for &amp;quot;emergency supplies&amp;quot;.&lt;br /&gt;
# Bring enough meat and fish items so that you will end up with 5 for every meat-eater in your fortress (carnivores*5 - (food_meat + food_fish)). In practice, this does nothing because dwarves are omnivores.&lt;br /&gt;
# Bring enough meat/fish/plants/cheese (and probably also other food items) so that you will end up with 5 for every dwarf in your fortress (population*5 - (food_total - food_drink - food_seeds).&lt;br /&gt;
# Bring enough cloth/leather so that you have enough to make 5 sets of pristine clothes for every dwarf in your fortress (population*5 - (cloth_total + leather_total + min(armor_total, shoes_total, pants_total)).&lt;br /&gt;
# Bring enough logs so that you will end up with 1 for every dwarf in your fortress (population - wood_total).&lt;br /&gt;
&lt;br /&gt;
These rules actually date all the way back to 23a (aside from the &amp;quot;wood logs&amp;quot; rule), and they all count items which are non-rotten, have zero wear, and are unforbidden (for the clothes one, it also excludes anything which would be worn as Armor). Thus, caravans will start bringing cloth and leather in large quantities once your dwarves' existing clothes start to wear out. --[[User:Quietust|Quietust]] 19:12, 5 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flowchart error? ==&lt;br /&gt;
&lt;br /&gt;
I'm quite certain that the liaison does not talk with the broker, but rather with the main administrator - expedition leader, mayor, noble. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.65.223.39|91.65.223.39]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:True. I changed the flowchart (which is located [[Main:Trading/Flowchart|here]]). --{{User:Lethosor/sig}} 23:45, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven 'mercenaries' ==&lt;br /&gt;
&lt;br /&gt;
I apologize if this is in the wrong place, it just seemed like the most valid area to put it.&lt;br /&gt;
&lt;br /&gt;
So while playing one of my fortresses, a wagon got stuck leaving the depot and decided to sit there. Eventually, it broke and the merchants all ran away, but a curious thing happened. Two of the caravan guards remained beside it. So as the months turned into years, these few soldiers stayed by my fortress, never leaving, never going mad, never starving. And that's when it occurred to me. What if I could separate the soldiers from the caravan? The caravans don't care when soldiers don't come back, and the soldiers remained friendly after caravans had left. It would be a perfect backup for my fortress, a lever that can simply release an army of friendly soldiers into the enemy ranks, eager to path from the interior of my fort to the exit, undoubtedly through the front lines of the goblin invaders. So construction was begun, on the first guard-capturing system. It was a simple thing, simply a depot surrounded by retractable bridges, as soldiers have a tendency to walk around the outside of the depot while the merchants remain within, and although inefficient, it did begin to have some results.&lt;br /&gt;
&lt;br /&gt;
This inefficiency, of course, was unacceptable, so I decided to refine my system. A caged troll was placed on a platform opposite a bridge beside my depot, and a window was build between them. When soldiers arrived, the troll could be released, and being a building destroyer, would remain by the window in order to break it, while the soldiers would path across the bridge and be trapped below. This system, while still not perfect, resulted in a roughly 95% efficiency, with nearly all soldiers being captured underneath. &lt;br /&gt;
&lt;br /&gt;
During the following goblin Siege, the spike pit trap that was connected to my detainee pit, which I was testing in the meantime, began to have a curious result. Arrows were being fired out of it into the goblin horde, and I certainly did not post any archers there. The captured archers were firing out of the pit and into any goblin that pathed within range. &lt;br /&gt;
&lt;br /&gt;
This, of course, made me realize that it would be very possible to set up a system for caging archers, then releasing them into guard towers where they will defend your fortress at all times, never tiring, never needing breaks. Now, of course, I needed to figure out the logistics of such a task. Initial attempts at causing soldiers to be trapped by fall damage were... unsuccessful, however a cave in due to a poor channel design gave me an idea. Dust from cave ins will knock any creature unconscious, and it can easily be manufactured where necessary. This system, of course, resulted in several redesigns to my capturing apparatus, the main difference being a new system was required to produce the dust. The end result was very good, with very low casualties, and a very high caging rate. Archers could now be placed where required, attached to a lever, boxed in with fortifications, and released to provide covering fire for dwarves in case of a seige, ambush, or theives. Melee soldiers, on the other hand, I discovered could be chained wherever necessary. &lt;br /&gt;
&lt;br /&gt;
As of now, (practical) uses of your new soldiers include:&lt;br /&gt;
Last line of defense- soldiers will path towards the exit, and assuming your depot is near the entrance, this will likely be straight through the goblin soldiers&lt;br /&gt;
Archers- They can be on duty at all times, theives will be cut down mercilessly upon discovery. Some method of cutting off their line of sight, drawbridges for example, is recommended in case of elite archers. &lt;br /&gt;
Sentries- More likely to survive a goblin ambush than your average kitten.&lt;br /&gt;
Guards- A soldier is far stronger than a war dog, and unlike the dog will gain experience in his/her weapon of choice. Life expectancy is considerably longer as well.&lt;br /&gt;
Pit Traps- After a fall, goblins are essentially defenceless. A single soldier locked at the bottom of your pit trap will be able to easily dispatch anything that survives the fall. &lt;br /&gt;
&lt;br /&gt;
You could also host gladiatorial matches between them and captured goblins. How about a three way match with a hydra as well? Entertainment for everyone, and no tantrums at the end!&lt;br /&gt;
&lt;br /&gt;
A warning: I have yet to experiment in-depth with using soldiers when the faction said soldiers belong to is at war with you (ex, humans seige you, will your 'mercenaries' switch sides?) so be wary of your newly positioned archers firing upon you. Consider having a cutoff switch, to block their view in case of betrayal. Early tests on a captured fortress where goblins were friendly on reclaim resulted in three out of forty goblins remaining loyal to the fortress upon seige, one of which died immediately, and another which switched sides again partway through the battle. All three who remained loyal had been in combat and killed goblin ambushers, which implies loyalties might shift from killing soldiers from the parent faction. In the same fortress, a human seige did not cause any human soldiers to switch sides, but all soldiers in question were still caged, awaiting transport to their new post. It is unknown if this changes anything, as tests are still underway.&lt;br /&gt;
&lt;br /&gt;
(pictures of said apparatus might come later, a bit of fun occurred in my test fortress due to some shenanigans with said turncoat goblins and an ensuing tantrum spiral, but after repairs are complete I should be able to post non-messy screenshots)&lt;br /&gt;
&lt;br /&gt;
:You should probably put this on the forums (http://www.bay12forums.com/smf/index.php?board=2.0) as well, not that many people will read it here. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 14:35, 17 June 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=188092</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=188092"/>
		<updated>2013-06-17T14:35:30Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Dwarven 'mercenaries' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Accessible? ==&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depot Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
This is something I've not had the courage to verify, but I've noticed.  I deconstructed from under an Elven caravan once, and got their goods. They looked legit, and all that, and so I stocked them away, naturally.  I tried to trade with the next elf caravan, and making sure that none of the goods, even those weird &amp;lt;&amp;lt;ropes&amp;gt;&amp;gt; had any wood whatsoever. They claimed the item was one a beautiful tree, and is now a useless bauble.  They packed up and left.  I tried this more carefully the next year, and same thing.&lt;br /&gt;
&lt;br /&gt;
Point is, can anyone verify if a civ remembers what goods you steal by way of depot deconstruction? --[[User:Aescula|Aescula]] 10:23, 21 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
(EDIT) I would like to verify that you can, in fact, deconstruct the depot to gain all of the traders items. I haven't noticed any change in the factions relations with my fortress, but it's cheating! Do not cheat unless you need to! (to keep it fun for longer) ;)&lt;br /&gt;
&lt;br /&gt;
== Animal Genders ==&lt;br /&gt;
&lt;br /&gt;
I really feel stupid asking this one...  I notice the gender order in the liaison's meeting dialog seems to be set - Yak Cow and Yak Bull don't swap positions between liaisons, nor do Goose and Gander - but does anyone know which Dog and which Cat are which?  The three animals immediately above are all listed male first, then several in a row (dog, cat, donkey, horse) are listed which are impossible to distinguish male from female, then the next is listed female first.  I only need females to increase my breeding rate, of course, but this screen (and only this screen, as far as I can tell) fails to show any sign as to the animals' genders, if they're not distinguishable by name.    [[User:Gatherer818|Gatherer818]] 00:56, 4 September 2012 (UTC)&lt;br /&gt;
: I believe that males would come first, even if there gender isn't displayed, simply because there wouldn't be a good reason for them not to. If you need a specific gender, I would just request both and choose when they arrive, just to be safe. --{{User:Lethosor/sig}} 23:52, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins Arrive in Winter ==&lt;br /&gt;
I can confirm this. It's rare to have goblins at peace with your civilization, but it does in fact happen (with the same behavior as previous versions). Removing the verification tag in the paragraph that mentions it. [[User:Danjen|Danjen]] 02:54, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
While examining my disassembly of version 0.23.130.23a, I discovered some very interesting logic in the caravan code: the exact rules for &amp;quot;emergency supplies&amp;quot;.&lt;br /&gt;
# Bring enough meat and fish items so that you will end up with 5 for every meat-eater in your fortress (carnivores*5 - (food_meat + food_fish)). In practice, this does nothing because dwarves are omnivores.&lt;br /&gt;
# Bring enough meat/fish/plants/cheese (and probably also other food items) so that you will end up with 5 for every dwarf in your fortress (population*5 - (food_total - food_drink - food_seeds).&lt;br /&gt;
# Bring enough cloth/leather so that you have enough to make 5 sets of pristine clothes for every dwarf in your fortress (population*5 - (cloth_total + leather_total + min(armor_total, shoes_total, pants_total)).&lt;br /&gt;
# Bring enough logs so that you will end up with 1 for every dwarf in your fortress (population - wood_total).&lt;br /&gt;
&lt;br /&gt;
These rules actually date all the way back to 23a (aside from the &amp;quot;wood logs&amp;quot; rule), and they all count items which are non-rotten, have zero wear, and are unforbidden (for the clothes one, it also excludes anything which would be worn as Armor). Thus, caravans will start bringing cloth and leather in large quantities once your dwarves' existing clothes start to wear out. --[[User:Quietust|Quietust]] 19:12, 5 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flowchart error? ==&lt;br /&gt;
&lt;br /&gt;
I'm quite certain that the liaison does not talk with the broker, but rather with the main administrator - expedition leader, mayor, noble. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.65.223.39|91.65.223.39]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:True. I changed the flowchart (which is located [[Main:Trading/Flowchart|here]]). --{{User:Lethosor/sig}} 23:45, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven 'mercenaries' ==&lt;br /&gt;
&lt;br /&gt;
I apologize if this is in the wrong place, it just seemed like the most valid area to put it.&lt;br /&gt;
&lt;br /&gt;
So while playing one of my fortresses, a wagon got stuck leaving the depot and decided to sit there. Eventually, it broke and the merchants all ran away, but a curious thing happened. Two of the caravan guards remained beside it. So as the months turned into years, these few soldiers stayed by my fortress, never leaving, never going mad, never starving. And that's when it occurred to me. What if I could separate the soldiers from the caravan? The caravans don't care when soldiers don't come back, and the soldiers remained friendly after caravans had left. It would be a perfect backup for my fortress, a lever that can simply release an army of friendly soldiers into the enemy ranks, eager to path from the interior of my fort to the exit, undoubtedly through the front lines of the goblin invaders. So construction was begun, on the first guard-capturing system. It was a simple thing, simply a depot surrounded by retractable bridges, as soldiers have a tendency to walk around the outside of the depot while the merchants remain within, and although inefficient, it did begin to have some results.&lt;br /&gt;
&lt;br /&gt;
This inefficiency, of course, was unacceptable, so I decided to refine my system. A caged troll was placed on a platform opposite a bridge beside my depot, and a window was build between them. When soldiers arrived, the troll could be released, and being a building destroyer, would remain by the window in order to break it, while the soldiers would path across the bridge and be trapped below. This system, while still not perfect, resulted in a roughly 95% efficiency, with nearly all soldiers being captured underneath. &lt;br /&gt;
&lt;br /&gt;
During the following goblin Siege, the spike pit trap that was connected to my detainee pit, which I was testing in the meantime, began to have a curious result. Arrows were being fired out of it into the goblin horde, and I certainly did not post any archers there. The captured archers were firing out of the pit and into any goblin that pathed within range. &lt;br /&gt;
&lt;br /&gt;
This, of course, made me realize that it would be very possible to set up a system for caging archers, then releasing them into guard towers where they will defend your fortress at all times, never tiring, never needing breaks. Now, of course, I needed to figure out the logistics of such a task. Initial attempts at causing soldiers to be trapped by fall damage were... unsuccessful, however a cave in due to a poor channel design gave me an idea. Dust from cave ins will knock any creature unconscious, and it can easily be manufactured where necessary. This system, of course, resulted in several redesigns to my capturing apparatus, the main difference being a new system was required to produce the dust. The end result was very good, with very low casualties, and a very high caging rate. Archers could now be placed where required, attached to a lever, boxed in with fortifications, and released to provide covering fire for dwarves in case of a seige, ambush, or theives. Melee soldiers, on the other hand, I discovered could be chained wherever necessary. &lt;br /&gt;
&lt;br /&gt;
As of now, (practical) uses of your new soldiers include:&lt;br /&gt;
Last line of defense- soldiers will path towards the exit, and assuming your depot is near the entrance, this will likely be straight through the goblin soldiers&lt;br /&gt;
Archers- They can be on duty at all times, theives will be cut down mercilessly upon discovery. Some method of cutting off their line of sight, drawbridges for example, is recommended in case of elite archers. &lt;br /&gt;
Sentries- More likely to survive a goblin ambush than your average kitten.&lt;br /&gt;
Guards- A soldier is far stronger than a war dog, and unlike the dog will gain experience in his/her weapon of choice. Life expectancy is considerably longer as well.&lt;br /&gt;
Pit Traps- After a fall, goblins are essentially defenceless. A single soldier locked at the bottom of your pit trap will be able to easily dispatch anything that survives the fall. &lt;br /&gt;
&lt;br /&gt;
You could also host gladiatorial matches between them and captured goblins. How about a three way match with a hydra as well? Entertainment for everyone, and no tantrums at the end!&lt;br /&gt;
&lt;br /&gt;
A warning: I have yet to experiment in-depth with using soldiers when the faction said soldiers belong to is at war with you (ex, humans seige you, will your 'mercenaries' switch sides?) so be wary of your newly positioned archers firing upon you. Consider having a cutoff switch, to block their view in case of betrayal. Early tests on a captured fortress where goblins were friendly on reclaim resulted in three out of forty goblins remaining loyal to the fortress upon seige, one of which died immediately, and another which switched sides again partway through the battle. All three who remained loyal had been in combat and killed goblin ambushers, which implies loyalties might shift from killing soldiers from the parent faction. In the same fortress, a human seige did not cause any human soldiers to switch sides, but all soldiers in question were still caged, awaiting transport to their new post. It is unknown if this changes anything, as tests are still underway.&lt;br /&gt;
&lt;br /&gt;
(pictures of said apparatus might come later, a bit of fun occurred in my test fortress due to some shenanigans with said turncoat goblins and an ensuing tantrum spiral, but after repairs are complete I should be able to post non-messy screenshots)&lt;br /&gt;
&lt;br /&gt;
:You should probably put this on the forums (http://www.bay12forums.com/smf/index.php?PHPSESSID=e844ab33743c1e2d6818e2d9a8fb1c0a&amp;amp;board=2.0) as well, not that many people will read it here. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 14:35, 17 June 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&amp;diff=186076</id>
		<title>v0.34:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&amp;diff=186076"/>
		<updated>2013-05-26T18:19:08Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: All controllable civilizations are currently able to enter strange moods, though in earlier versions of DF the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything it needs.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf (bonus if it's a noble), drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can murder [[ghost]]s as well.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after his death.  If the murder is witnessed, the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls{{verify}}, or vermin remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult to obtain material for a strange mood, though they can be acquired more easily in DF2012 than in earlier versions. Previously, [[turtle]]s, [[mussel]]s, [[oyster]]s, [[cave lobster]]s, and certain [[titan]]s were the only source of shells. DF2012 adds several {{catlink|Shell|other creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. DF2012 also adds [[nautilus|another vermin fish]] that can serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them{{verify}}. If you should be fortunate enough to acquire some breeding shelled butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0;topicseen]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact adamantine breastplate, make sure to have adamantine nearby and/or block access to any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Requests for bones are actually requests for any kind of bone stacks, not individual bones.  Slaughter a puppy.  [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Main:Planepacked|Planepacked]] glitch.&lt;br /&gt;
* If a dwarf dies because of failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be.&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single legendary item will be created.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack] {{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*Moody metalworkers will demand their favorite type of metal as their artifact's primary material '''if''' you have smelted any bars of it - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use. If you have any [[adamantine]] wafers available, then they will demand that instead.&lt;br /&gt;
*Moody clothiers and weavers who have a preference for any type of plant fiber cloth, silk, or yarn will demand that generic type (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk). If you have any [[adamantine]] cloth available, then they will demand that instead.&lt;br /&gt;
*Moody glassmakers will demand their preferred type of glass, but only if you've actually produced some of it - if not, they will randomly select one type of glass you've produced. Acquiring raw glass from a caravan does '''not''' count as producing it.&lt;br /&gt;
*Moody bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
*Moody gem cutters and gem setters have a chance of only gathering a single rough gem and nothing else, producing a perfect gem with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts '''may''' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; '''cannot''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by another unit (off to [[jail]])&lt;br /&gt;
* Dragging another unit (leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]])&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- &lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
[[Weaponsmith]], [[Armorsmith]], [[Bowyer]], [[Leatherworker]], [[Clothier]], and [[Mechanic]] are the only skills that provide a uniquely beneficial item other than an extremely valuable trinket or piece of furniture.  Note that artifact furniture is useful for increasing [[room value]].&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask, any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Leggings, greaves, gauntlet, helm, any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Leggings, gauntlet, helm, figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Crossbow, bow, blowgun&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf, bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm, any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance, and only include items your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s. Artifact crafts are currently useless.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]], enough to make the creator totally ecstatic for several months, as well as granting the creator partial ''immunity to insanity'' - even if your fortress enters a [[tantrum]] spiral, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Record_keeper&amp;diff=186075</id>
		<title>v0.34:Record keeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Record_keeper&amp;diff=186075"/>
		<updated>2013-05-26T18:16:13Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:25, 9 June 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Record keeper&lt;br /&gt;
| specialty  = [[Clerk]]&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Noble/Admin&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Update Stockpile Records&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Memory&lt;br /&gt;
* Focus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Record keeper''' is a skill associated with the [[Bookkeeper]] appointed [[noble]]. It is used to determine how quickly the bookkeeper can take an [[stocks|inventory]] of the fortress and update the records to reflect any changes. It is trained by a bookkeeper doing the '''update stockpile records''' administrative [[labor]]. To do this, the bookkeeper needs at least a meager [[office]], created from a [[Throne|chair or throne]] (Since ''Meager'' is the lowest possible room quality just a 1x1 room, i.e. just the throne or chair itself, suffices.). For more information on room quality, see [[Room]].&lt;br /&gt;
&lt;br /&gt;
As wealth and items are created or lost, e.g. by dwarves drinking up all your booze, the records will gradually deteriorate in precision, eventually ending up at the lowest precision rating. An assigned bookkeeper will therefore periodically update the records.  How often depends on what precision he is trying to maintain, with the highest precision requiring the most work.&lt;br /&gt;
&lt;br /&gt;
An experienced bookkeeper can easily maintain the highest precision level without working around the clock, even in large fortresses. Getting to the highest precision level is mostly a challenge only in the first 2 years or so.  &lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=185541</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=185541"/>
		<updated>2013-05-10T19:40:42Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: we have to assume that the analysis is largely incomplete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior|05:49, 8 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! [[Personality trait#Trait value distribution|Probability]] !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76 -  90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61 -  75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40 -  60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25 -  39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10 -  24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0 -   9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY (Nervousness)&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER (Rage)&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]] or throwing [[tantrum]]s when unhappy. More likely to go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]] or throwing [[tantrum]]s&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION (Depression)&lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS (Neurosis)&lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION (Urge)&lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY (Stress)&lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
| rowspan=3 | More susceptible to unhappy [[thought]]s&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
| rowspan=3 | Less susceptible to unhappy [[thought]]s&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS (Friendly)&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS (Company)&lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS (Leadership)&lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL (Activeness)&lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING (Thrillseeking)&lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS (Optimism)&lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION (Imagination)&lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST (Artistic)&lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY (Emotion)&lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS (Adventure)&lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY (Thinking)&lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM (Rebelliousness)&lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST (Trusting)&lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS (Honesty)&lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM (Helpfulness)&lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION (Compromising)&lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY (Modesty)&lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY (Compassion)&lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY (Confidence)&lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS (Organization)&lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS (Lawfulness)&lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING (Excellence)&lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE (Perseverance)&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS (Cautiousness)&lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait value distribution==&lt;br /&gt;
&lt;br /&gt;
To clarify how trait values are assigned, 16,000 dwarves were examined. The normalized traits (those with a mean value of 50) provided 432,000 data points; the results are shown below.&lt;br /&gt;
&lt;br /&gt;
[[Image:traitdist.png|thumb|300px|right|Plot of trait distribution.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=5 | Traits&lt;br /&gt;
|-&lt;br /&gt;
! Value Range&lt;br /&gt;
! Original&lt;br /&gt;
! Averaged&lt;br /&gt;
! Proposed&lt;br /&gt;
! Cumulative&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9&lt;br /&gt;
| 0.003863&lt;br /&gt;
| 0.003822&lt;br /&gt;
| 0.003875&lt;br /&gt;
| 0.003875&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24&lt;br /&gt;
| 0.018995&lt;br /&gt;
| 0.01928&lt;br /&gt;
| 0.01925&lt;br /&gt;
| 0.023125&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39&lt;br /&gt;
| 0.085086&lt;br /&gt;
| 0.084666&lt;br /&gt;
| 0.084625&lt;br /&gt;
| 0.10775&lt;br /&gt;
|-&lt;br /&gt;
| 40 to 60&lt;br /&gt;
| 0.784465&lt;br /&gt;
| 0.784465&lt;br /&gt;
| 0.7845&lt;br /&gt;
| 0.89225&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75&lt;br /&gt;
| 0.084245&lt;br /&gt;
| 0.084666&lt;br /&gt;
| 0.084625&lt;br /&gt;
| 0.976875&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90&lt;br /&gt;
| 0.019565&lt;br /&gt;
| 0.01928&lt;br /&gt;
| 0.01925&lt;br /&gt;
| 0.996125&lt;br /&gt;
|-&lt;br /&gt;
| 91 to 100&lt;br /&gt;
| 0.00378&lt;br /&gt;
| 0.003822&lt;br /&gt;
| 0.003875&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Understanding the results===&lt;br /&gt;
&lt;br /&gt;
The results demonstrate a better-than 78% chance that a normalized trait's value will fall within the &amp;quot;Neutral&amp;quot; band (from 40 to 60). Further, the probability of an outlying value decreases as distance from the mean value (50) increases. The results are similar to a Normal distribution (aka &amp;quot;Bell curve&amp;quot;), however they do not fall off quite as quickly in the &amp;quot;tails&amp;quot;. A &amp;quot;High&amp;quot; or &amp;quot;Low&amp;quot; trait value will be generated approximately 8.5% of the time. A &amp;quot;Very High&amp;quot; or &amp;quot;Very Low&amp;quot; value will appear less than 2% of the time. The probability of receiving a trait in the &amp;quot;Highest&amp;quot; (or &amp;quot;Lowest&amp;quot;) band is less than 0.4%; the probability of a dwarf receiving multiple extreme values is infinitesimal. &lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=185540</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=185540"/>
		<updated>2013-05-10T19:40:07Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Trait value distribution */ this appears to be entirely useless to the target audience as it does not as such relate to DF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:49, 8 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! [[Personality trait#Trait value distribution|Probability]] !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76 -  90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61 -  75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40 -  60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25 -  39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10 -  24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0 -   9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY (Nervousness)&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER (Rage)&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]] or throwing [[tantrum]]s when unhappy. More likely to go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]] or throwing [[tantrum]]s&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION (Depression)&lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS (Neurosis)&lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION (Urge)&lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY (Stress)&lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
| rowspan=3 | More susceptible to unhappy [[thought]]s&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
| rowspan=3 | Less susceptible to unhappy [[thought]]s&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS (Friendly)&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS (Company)&lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS (Leadership)&lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL (Activeness)&lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING (Thrillseeking)&lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS (Optimism)&lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION (Imagination)&lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST (Artistic)&lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY (Emotion)&lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS (Adventure)&lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY (Thinking)&lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM (Rebelliousness)&lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST (Trusting)&lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS (Honesty)&lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM (Helpfulness)&lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION (Compromising)&lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY (Modesty)&lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY (Compassion)&lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY (Confidence)&lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS (Organization)&lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS (Lawfulness)&lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING (Excellence)&lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE (Perseverance)&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS (Cautiousness)&lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait value distribution==&lt;br /&gt;
&lt;br /&gt;
To clarify how trait values are assigned, 16,000 dwarves were examined. The normalized traits (those with a mean value of 50) provided 432,000 data points; the results are shown below.&lt;br /&gt;
&lt;br /&gt;
[[Image:traitdist.png|thumb|300px|right|Plot of trait distribution.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=5 | Traits&lt;br /&gt;
|-&lt;br /&gt;
! Value Range&lt;br /&gt;
! Original&lt;br /&gt;
! Averaged&lt;br /&gt;
! Proposed&lt;br /&gt;
! Cumulative&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9&lt;br /&gt;
| 0.003863&lt;br /&gt;
| 0.003822&lt;br /&gt;
| 0.003875&lt;br /&gt;
| 0.003875&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24&lt;br /&gt;
| 0.018995&lt;br /&gt;
| 0.01928&lt;br /&gt;
| 0.01925&lt;br /&gt;
| 0.023125&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39&lt;br /&gt;
| 0.085086&lt;br /&gt;
| 0.084666&lt;br /&gt;
| 0.084625&lt;br /&gt;
| 0.10775&lt;br /&gt;
|-&lt;br /&gt;
| 40 to 60&lt;br /&gt;
| 0.784465&lt;br /&gt;
| 0.784465&lt;br /&gt;
| 0.7845&lt;br /&gt;
| 0.89225&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75&lt;br /&gt;
| 0.084245&lt;br /&gt;
| 0.084666&lt;br /&gt;
| 0.084625&lt;br /&gt;
| 0.976875&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90&lt;br /&gt;
| 0.019565&lt;br /&gt;
| 0.01928&lt;br /&gt;
| 0.01925&lt;br /&gt;
| 0.996125&lt;br /&gt;
|-&lt;br /&gt;
| 91 to 100&lt;br /&gt;
| 0.00378&lt;br /&gt;
| 0.003822&lt;br /&gt;
| 0.003875&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Understanding the results===&lt;br /&gt;
&lt;br /&gt;
The results demonstrate a better-than 78% chance that a normalized trait's value will fall within the &amp;quot;Neutral&amp;quot; band (from 40 to 60). Further, the probability of an outlying value decreases as distance from the mean value (50) increases. The results are similar to a Normal distribution (aka &amp;quot;Bell curve&amp;quot;), however they do not fall off quite as quickly in the &amp;quot;tails&amp;quot;. A &amp;quot;High&amp;quot; or &amp;quot;Low&amp;quot; trait value will be generated approximately 8.5% of the time. A &amp;quot;Very High&amp;quot; or &amp;quot;Very Low&amp;quot; value will appear less than 2% of the time. The probability of receiving a trait in the &amp;quot;Highest&amp;quot; (or &amp;quot;Lowest&amp;quot;) band is less than 0.4%; the probability of a dwarf receiving multiple extreme values is infinitesimal. &lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Textile_industry&amp;diff=185533</id>
		<title>v0.34:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Textile_industry&amp;diff=185533"/>
		<updated>2013-05-10T16:22:03Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Crops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:51, 11 July 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''textile industry''' involves making [[thread]], [[cloth]], [[clothing]], [[bag]]s, [[rope]]s and [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is required in the long run to keep your dwarves clothed and happy (as their starting clothing will slowly [[wear]] away), and can be a very lucrative option as a wealth industry, especially if the goods are dyed and sewn with images. Common choices for textile trade goods are gloves, mittens, shoes and socks at a [[clothier's shop]] because they are made in pairs or cloth crafts at a [[craftsdwarf's workshop]]. A textile industry is also important for healthcare because cloth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too.&lt;br /&gt;
&lt;br /&gt;
See also the [[Leather#Leather industry|leather industry]], which produces similar but generally less valuable goods.&lt;br /&gt;
&lt;br /&gt;
==Basic materials==&lt;br /&gt;
===Crops===&lt;br /&gt;
There are six [[crop]]s that can be [[Farming|grown]] for use in the textile industry, two of which can be [[plant processing|processed]] by a [[thresher]] at a [[farmer's workshop]] into [[thread]] (and then into [[cloth]] by a [[weaving|weaver]] at a [[loom]]), and four of which can be [[miller|milled]] into [[dye]].&lt;br /&gt;
&lt;br /&gt;
The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple [[dye]].&lt;br /&gt;
&lt;br /&gt;
[[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in some cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of growing in all seasons. The counterpart to pig tails underground is [[rope reed]] above ground, a widely distributed crop that can similarly be brewed or processed into thread. [[Blade weed]] is similarly widely available and can be used to make emerald dye, as is [[hide root]], used to make redroot dye (at half the value of the others). The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]].&lt;br /&gt;
&lt;br /&gt;
===Wool and hair===&lt;br /&gt;
[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are versatile animals that can supplement your textile industry. There is currently a bug that causes only one thread to be created from a stack of wool. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable but cannot be otherwise obtained.&lt;br /&gt;
&lt;br /&gt;
[[Hair]] is another textile material that comes from animals, but is only obtained by [[butcher]]ing certain animals such as [[horse]]s, [[yak]]s and [[grizzly bear]]s, as a byproduct of the [[meat industry]]. Hair is the most limited of the weaving materials, as it can only be made into (dyeable) [[thread]], and cannot be made into proper clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
Wool has only half the value of crop based thread. The same goes for hair of the more common and domestic animals, but the increasingly wild and rare animals listed under '[[Value#Material_multipliers]] - animals' have more valuable hair.&lt;br /&gt;
&lt;br /&gt;
===Silk===&lt;br /&gt;
Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s. The first three kinds of spiders are [[vermin]] that will leave behind [[web]]s in the fortress or forests, which can be collected by the automatic &amp;quot;collect webs&amp;quot; job at a [[loom]]. This silk is worth half as much (6☼) as plant based textile. The vermin spiders can bite dwarves and although their bites are non-lethal, the dwarf in question will be very woozy for a while afterwards. Note that [[cat]]s kill spiders mercilessly, so if you want to use them for textiles, &amp;quot;vermin breeding chambers&amp;quot;, or at the very least locking up your cats, are necessary precautions.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected &amp;quot;in the wild&amp;quot; at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider silk thread (and what you produce from it) sadly is worth only twice as much (24☼) as easily available pig tail thread (12☼) and this difference pales even more when adding skillful dyeing (a no-quality dye adds 20☼, masterful dyeing adds 240☼ to the value). The high risk of getting at some, combined with its irregularity and the fact that it usually can be acquired by trading, makes one wonder if it is worth it at all.&lt;br /&gt;
&lt;br /&gt;
===Trading and gathering===&lt;br /&gt;
The raw materials for a textile industry can be acquired via trading, as caravans bring large amounts of [[cloth]] and some thread, dye, and finished clothing, and can bring more if you ask. If you have the wealth for it, you can simply buy caravan cloth in bulk and then refine it to your needs. Caravan trading is enough to clothe even the largest fortress in fine clothing, but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on where you embarked, and is unpredictable.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the pig tails or rope reed, or {{k|S}}pin the wool or hair. Making thread out of silk is done in one step: if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection.&lt;br /&gt;
&lt;br /&gt;
Thread can be [[Dye|dyed]], which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
By default, any non-hair thread produced is automatically queued up for [[weaving]] at a [[loom]], but this can be changed with [[standing orders]] under {{k|o}}, and may be necessary in the case of giant cave spider webs. Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]]. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to set workshop [[Orders]] so that dwarves only weave [[dye]]d thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes and cloth goods==&lt;br /&gt;
Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly-skilled clothesmaker is a boon for any fortress.&lt;br /&gt;
&lt;br /&gt;
If you plan to use clothing for trading, you can increase its value by sewing images onto it.  Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, can add significant value to an item.&lt;br /&gt;
&lt;br /&gt;
Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
Cloth can also be used to make [[craft|cloth crafts]] at a [[craftsdwarf's workshop]], which is a valuable but rarely needed trade good.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing an object is not necessary in the sense that dwarves do not mind how valuable their clothes are, so long as they have them, but it is an easy way to greatly increase its [[value]] if you have a skilled [[dyer]]. Both thread and cloth can be dyed, but dyed objects cannot be redyed - the coloration is permanent.&lt;br /&gt;
&lt;br /&gt;
Once you have harvested dye plants (which are described in basic materials, above), you are ready to [[miller|mill]] them at a [[millstone]] or [[quern]]. Note that this requires an empty [[bag]] into which the dye will be deposited. Dye can then be applied at a [[dyer's shop]] by a [[dyer]]. One bag of dye can be used for several dyeing jobs.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
Overall, the textile industry consists of eight different jobs: ([[grower|growing]], [[plant processing]], [[shearing]], [[spinning]], [[weaving]], [[clothier|clothes making]], [[milling]], and [[dyeing]]). The value of the finished product is determined by the [[quality]] of three specific steps (as well as the base material): weaving, dyeing, and clothes-making. Obviously, then, the more skilled your weavers, dyers, and clothiers, the better and more valuable your items will be.&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed), then you need to establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably increase harvests, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop [[orders]] to use only dyed thread, leaving out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Electrum&amp;diff=185402</id>
		<title>v0.34:Electrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Electrum&amp;diff=185402"/>
		<updated>2013-05-07T04:50:17Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: roughly? really?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:12, 8 November 2010 (UTC)}}{{Alloy|name=Electrum|color=6:6:1|color1=7:7:1|color2=6:6:1&lt;br /&gt;
|uses=* [[Crafts]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Decoration]]s&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Silver]] [[bar]]&lt;br /&gt;
* 1 [[Gold]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[Silver]] [[ore]]&lt;br /&gt;
* 1 [[Native gold]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 20&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Electrum''' is an [[alloy]] of equal parts [[gold]] and [[silver]]. Electrum [[bar]]s can be made at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated. Electrum is useful for high-value [[crafts]], [[furniture]], and [[decoration]]s.&lt;br /&gt;
&lt;br /&gt;
One [[gold]] bar and one [[silver]] bar will produce two electrum bars. One gold nugget and one silver-bearing [[ore]] will produce eight electrum bars.&lt;br /&gt;
&lt;br /&gt;
Smelting bars together consumes a value 30 material and a value 10 material to produce two units of value 20, thus producing no net gain (or loss); you're taking a high-value item and a medium-value item and averaging their values. Smelting the ores directly saves you five units of [[fuel]] (if you don't have access to [[magma]]). Moreover, low-value [[galena]] or [[tetrahedrite]] can be substituted for [[native silver]] or [[horn silver]], producing more value overall than would be generated from smelting the ores separately. Thus, if you have access to galena or tetrahedrite, producing electrum bars creates value. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=185285</id>
		<title>v0.34:Screw press</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=185285"/>
		<updated>2013-05-05T22:54:23Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:18, 28 April 2011 (UTC)}}{{buggy}}{{Workshop|name=Screw press|key=p|job=[[Presser]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 2 [[Mechanism]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Honeycomb]]&lt;br /&gt;
* Empty glazed [[jug]]s&lt;br /&gt;
|production=&lt;br /&gt;
* [[Quarry bush|Rock nut oil]]&lt;br /&gt;
* [[Quarry bush|Rock nut press cake]]&lt;br /&gt;
* [[Honey|Honey bee honey]]&lt;br /&gt;
* [[Wax|Honey bee wax cake]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw press''' is a special workshop used to press liquids out of various substances. Currently, this consists of pressing rock nut paste to yield [[rock nut oil|oil]] (which can then be made into [[soap]] or cooked) and press cake (which can be cooked), and pressing honeycombs to yield [[honey]] (which can then be brewed into mead) and wax cake (which can be made into wax crafts). Pressing honeycombs requires empty jugs.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Screw presses sometimes do not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface should get the work started. &lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=185284</id>
		<title>v0.34:Screw press</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=185284"/>
		<updated>2013-05-05T22:50:34Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:18, 28 April 2011 (UTC)}}{{buggy}}{{Workshop|name=Screw press|key=p|job=[[Presser]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 2 [[Mechanism]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Honeycomb]]&lt;br /&gt;
* Empty glazed [[jug]]s&lt;br /&gt;
|production=&lt;br /&gt;
* [[Quarry bush|Rock nut oil]]&lt;br /&gt;
* [[Quarry bush|Rock nut press cake]]&lt;br /&gt;
* [[Honey|Honey bee honey]]&lt;br /&gt;
* [[Wax|Honey bee wax cake]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw press''' is a special workshop used to press liquids out of various substances. Currently, this consists of pressing rock nut paste to yield [[rock nut oil|oil]] (which can then be made into [[soap]] or cooked) and press cake (which can be cooked), and pressing honeycombs to yield [[honey]] (which can then be brewed into mead) and wax cake (which can be made into wax crafts).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Screw presses sometimes do not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface should get the work started. &lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Honeycomb&amp;diff=185283</id>
		<title>v0.34:Honeycomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Honeycomb&amp;diff=185283"/>
		<updated>2013-05-05T22:43:16Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:55, 25 July 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''honeycomb''' is a material collected from a [[hive]]. Once the hive contains a colony of [[honey bee]]s it will eventually create a honeycomb (a single hive will produce exactly two honeycombs a year). The honeycomb will then be harvested by a dwarf with the [[beekeeper|beekeeping]] labor active if the hive is set to &amp;quot;gather any products&amp;quot; and empty [[jug]]s are available{{verify}}. The jug is only needed for the [[royal jelly]] that is also produced in the process. Note that actual harvesting and further transport (to a stockpile or [[screw press]]) are separate processes, only the first needs to be done by the beekeeper; the harvested honeycomb may remain in the hive.&lt;br /&gt;
&lt;br /&gt;
Honeycombs are categorized as a [[tool]]. If you want to make a honeycomb-only stockpile, enable &amp;quot;tools&amp;quot; under finished goods and &amp;quot;wax&amp;quot; as the only acceptable material.&lt;br /&gt;
&lt;br /&gt;
Honeycombs can be [[screw press|pressed]] into [[honey]] and [[wax]].&lt;br /&gt;
&lt;br /&gt;
Honeycombs are by default stored in finished goods stockpiles and can be stored in bins (but are not stored in jugs).&lt;br /&gt;
&lt;br /&gt;
The only honeycombs currently implemented are from bees, called ''honey bee wax honeycomb''. Bumble bee honeycombs do not exist, this probably is a bug. &lt;br /&gt;
&lt;br /&gt;
See also [[beekeeping industry]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_smelter&amp;diff=185281</id>
		<title>v0.34:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_smelter&amp;diff=185281"/>
		<updated>2013-05-05T22:31:05Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:20, 12 February 2013 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma smelter|key=l|job=[[Furnace operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal]] [[ore]]&lt;br /&gt;
* Meltable metal item&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
* [[Bituminous coal]] or [[Lignite]]&lt;br /&gt;
|production=&lt;br /&gt;
* Metal [[bar|bars]]&lt;br /&gt;
* [[Coke]] bars&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Magma smelter''' is a special variation of the basic [[smelter]] that uses [[magma]] as a source of heat, instead of [[fuel]].  Like all magma-powered buildings, it is not visible under the Build menu until your dwarves discover a source of magma.&lt;br /&gt;
&lt;br /&gt;
To function, magma smelters must be built with at least one of the eight edge tiles positioned over an open space, with at least 4/7 magma on the next floor down. If the only opening to the magma is under the [[impassable tile]] of the smelter then magma creatures won't be able to enter the workshop area through the opening; otherwise they can.&lt;br /&gt;
&lt;br /&gt;
Note that both [[pig iron]] and [[steel]] production still require fuel as a source of carbon for the reaction.&lt;br /&gt;
&lt;br /&gt;
Magma smelters do not consume any magma from their magma source &amp;amp;mdash; you can use a single tile of magma below the smelter as an infinite heat source.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=185280</id>
		<title>v0.34:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=185280"/>
		<updated>2013-05-05T22:24:52Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: power is only created and consumed by water wheels, millstones and such&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:34, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&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]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is the best common metal for smithing most [[weapon]]s and [[armor]]. Products made with steel also have a very high value, equal to that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary Layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  Flux is used to remove carbon during the smelting process, while fuel (coke or charcoal) puts it back in. The end result is steel: iron with just the right amount of carbon in it.  The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers&lt;br /&gt;
* melting iron items brought by [[siege]]rs and [[trade]] caravans&lt;br /&gt;
* marble from [[metamorphic]] layers&lt;br /&gt;
* wood for making [[charcoal]] fuel&lt;br /&gt;
(Even if you find and use magma for your furnaces, you'll still need fuel as a reactant in the smelting process, so you'll be cutting down a tree and burning it to make charcoal for every bar of steel you manage to create.)&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s. ''Important note'': in steelmaking, [[coke]] or [[charcoal]] is also used as an ingredient, apart from its use as [[fuel]]. A conventional (non-magma) smelter will require an additional unit of fuel in each reaction.&lt;br /&gt;
&lt;br /&gt;
The first step is '''to create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of [[iron]]&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:*1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
&lt;br /&gt;
The second step combines the pig iron with plain iron '''to produce steel''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of iron&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of fuel (as a source of carbon)&lt;br /&gt;
:*1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*2 bars of steel&lt;br /&gt;
&lt;br /&gt;
The overall reaction consumes 2 bars of iron, 2 units of flux, and 2 units of fuel as ingredients (plus an extra 2 fuel at a conventional smelter for heating). This produces 2 bars of steel.&lt;br /&gt;
&lt;br /&gt;
Remember that smelting [[iron]] [[ore]] also requires 1 unit of fuel at a conventional smelter, producing 4 bars of [[iron]], which translates to half a unit of additional fuel used in the recipe above (although you will need a full unit up front.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SteelChart.png|center|485px]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=185278</id>
		<title>v0.34:Screw press</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=185278"/>
		<updated>2013-05-05T22:19:47Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: this bug doesnt belong here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:18, 28 April 2011 (UTC)}}{{buggy}}{{Workshop|name=Screw press|key=p|job=[[Presser]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 2 [[Mechanism]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Honeycomb]]&lt;br /&gt;
* Empty glazed [[jug]]s&lt;br /&gt;
|production=&lt;br /&gt;
* [[Quarry bush|Rock nut oil]]&lt;br /&gt;
* [[Quarry bush|Rock nut press cake]]&lt;br /&gt;
* [[Honey|Honey bee honey]]&lt;br /&gt;
* [[Wax|Honey bee wax cake]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw press''' is a special workshop used to press liquids out of various substances. Currently, this consists of pressing rock nut paste to yield [[rock nut oil|oil]] (which can then be made into [[soap]] or cooked) and press cake (which can be cooked), and pressing honeycombs to yield [[honey]] (which can then be brewed into mead) and wax cake (which can be made into wax crafts).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Screw presses sometimes do not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface may get the work started. &lt;br /&gt;
&lt;br /&gt;
*Sometimes Screw presses will still refuse to execute the job if ordered via the [[manager]] interface, giving the message &amp;quot;needs liquid container&amp;quot;. In this case removing and rebuilding the press should do the trick.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=185277</id>
		<title>v0.34:Screw press</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Screw_press&amp;diff=185277"/>
		<updated>2013-05-05T22:19:04Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: another bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:18, 28 April 2011 (UTC)}}{{buggy}}{{Workshop|name=Screw press|key=p|job=[[Presser]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 2 [[Mechanism]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Honeycomb]]&lt;br /&gt;
* Empty glazed [[jug]]s&lt;br /&gt;
|production=&lt;br /&gt;
* [[Quarry bush|Rock nut oil]]&lt;br /&gt;
* [[Quarry bush|Rock nut press cake]]&lt;br /&gt;
* [[Honey|Honey bee honey]]&lt;br /&gt;
* [[Wax|Honey bee wax cake]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw press''' is a special workshop used to press liquids out of various substances. Currently, this consists of pressing rock nut paste to yield [[rock nut oil|oil]] (which can then be made into [[soap]] or cooked) and press cake (which can be cooked), and pressing honeycombs to yield [[honey]] (which can then be brewed into mead) and wax cake (which can be made into wax crafts).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Royal jelly is stored in jugs, which can be stored in 2 stockpiles: finished goods / tools, and food / animal extract. In the first case, the dwarves handle the jug as an item, not a royal jelly container. In both cases it will stocked in bins, not barrels. &lt;br /&gt;
&lt;br /&gt;
* Screw presses sometimes do not allow the &amp;quot;press [[honeycomb]]&amp;quot; job to be added directly; adding the job via the [[manager]] interface may get the work started. &lt;br /&gt;
&lt;br /&gt;
*Sometimes Screw presses will still refuse to execute the job if ordered via the [[manager]] interface, giving the message &amp;quot;needs liquid container&amp;quot;. In this case removing and rebuilding the press should do the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Squad&amp;diff=184913</id>
		<title>v0.34:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Squad&amp;diff=184913"/>
		<updated>2013-04-28T20:35:38Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buggy}}&lt;br /&gt;
{{quality|Exceptional|23:27, 3 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you may want to go into the [[noble]]s screen ({{k|n}}) and designate a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad on the {{k|m}}ilitary screen and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander or captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be assigned that position.&lt;br /&gt;
&lt;br /&gt;
When you create a squad, you will be asked what uniform to give them.  The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose ''No uniform''.  (See [[#Equipping Soldiers|Equipping Soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any military-capable dwarves in your fort. No more than ten dwarves can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane. Dwarves that are already in a military squad will have the name of that squad in the uppermost box, allowing you to skip them over if necessary.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want, and add or remove items from any uniform (even the standard ones). Uniforms are only ''created'' or ''modified'' in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, {{k|V}}iew/Customize, will be open.  We'll come back to that in a moment. To apply one of your uniform templates, press {{k|U}} to open the Assign Uniforms sub-tab. Make sure the squad you want is highlighted under Squads/Leaders and then move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad. If you edit a uniform after this, you will need to reapply the uniform for the dwarves to recognize the changes.&lt;br /&gt;
&lt;br /&gt;
In the {{k|V}}iew/Customize sub-tab, you can select individual dwarves (technically squad positions) and apply individual pieces of equipment to them - {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons.  You can also specify {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.  Finally, there are two settings that can be toggled for each dwarf: ''Ove{{k|r}} clothing'' and ''Partial {{k|m}}atches''.  These are both on (highlighted) by default.  ''Over clothing'' means the dwarf will do his best to wear his uniform in addition to his civilian [[clothing]]; if toggled, it becomes ''Replace clothing'', and the dwarf will strip naked before donning his military gear.  ''Partial matches'' means that if a dwarf cannot satisfy an equipment assignment, he'll substitute something close; if toggled to ''Exact matches'', he'll go without rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the {{k|r}} key on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''equipment''' tab will show that these items have been assigned to a solider they will not actually wear them.  To avoid this use the ''Replace clothing'' option.  As armor now counts as clothing, dwarves will no longer get bad thoughts if only wearing armor.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' tab ({{k|f}}) to assign [[ammunition]] to your dwarves. If you chose the ''Archer'' uniform when you created the squad, then the game has already assigned 250 bolts to this squad. Otherwise, you must assign them some ammo (Important: The assigned amount of ammunition refers to the total amount which is carried by the whole squad--you'll generally want about 30 bolts per soldier). If you don't care what type of bolts they use, just pick &amp;quot;bolts&amp;quot; and they will use any bolts they can find.&lt;br /&gt;
&lt;br /&gt;
If you want them to train at an [[archery target]], you may want to assign lower-quality [[wood]] or [[bone]] bolts for training use. While this prevents your dwarves from wasting high-quality bolts, it can cause problems when training or combat bolts become &amp;quot;stuck&amp;quot; in inventory{{bug|4530}}. By default, both training and combat use are allowed for all assigned ammunition; use {{k|C}} and {{k|T}} to toggle these settings. If the letter is present next to the ammunition the use is turned on.&lt;br /&gt;
&lt;br /&gt;
Soldiers who have more than one item to put on will not use distance to determine which of the remaining items will be equipped next. Therefore it is best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]].&lt;br /&gt;
&lt;br /&gt;
The {{k|m}}ilitary-{{k|e}}quipment screen can also be used to ''see'' what equipment has been assigned, without changing it.  A green checkmark will appear next to each equipment that has successfully been assigned to a dwarf (which doesn't necessarily mean the dwarf has actually picked it up yet).  For example, if your 9th and 10th squad members don't have a checkmark next to their gauntlets, then you may want to make some more. Pressing {{k|P}} lets you see ''precisely'' what items the dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
===Changing Equipment===&lt;br /&gt;
Let's suppose you started with the ''Leather armor '' uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the military screen {{k|m}}, access the '''equipment''' view {{k|e}}. Then open the uniforms sub-view {{k|U}} which will show the standard Leather, Metal, and Archer uniforms on the right (if you haven't deleted them). To change a full squad, select the squad on the left, then select the uniform (metal) on the right, and hit {{k|shift}}-{{k|enter}} (if you only hit {{k|enter}} it will only apply the change to the lone selected squad member). Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor.  Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
===Equipping Bone and Shell Armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of the '''equipment''' and '''uniforms''' tabs, bone and shell are metals.  Further, they are not explicitly listed in the {{k|M}}aterial of the {{k|V}}iew/Customize sub-tab.  A workaround for this problem is that bone and shell are the only &amp;quot;metals&amp;quot; that are both white colored and can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;white metal&amp;quot; (thus, a &amp;quot;white metal helm&amp;quot;).  This workaround is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot).  It also requires that the armor template be for &amp;quot;Exact matches&amp;quot; (not &amp;quot;Partial matches&amp;quot;) using the {{k|m}} in the Uniforms tab.&lt;br /&gt;
&lt;br /&gt;
===Equipping Leather Shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the uniform screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The ''squads'' menu is predominantly used for direct orders, and the ''Alerts'' and ''Schedule'' tabs of the ''military'' menu are used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads/Soldiers===&lt;br /&gt;
&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been canceled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves: a move order or an attack order.&lt;br /&gt;
&lt;br /&gt;
===Nobles in Squads ===&lt;br /&gt;
Here's a link to the DF forum, with some not always correct speculation on if you should put any nobles in the military:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
====Move Order====&lt;br /&gt;
&lt;br /&gt;
From the {{k|s}}quad menu, a '''move order''' (also known as a ''Station'' order) is issued by selecting a squad, pressing {{k|m}}, choosing an area, and pressing {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random (reachable) point within 3 tiles of the spot you specify, and will move directly to that point.  He will stand there until you cancel the order, or until he is overcome by [[hunger]], [[thirst]], or [[exhaustion]].&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, he will return to his chosen station point.&lt;br /&gt;
&lt;br /&gt;
====Attack Order====&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', sometimes referenced to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. A kill order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill order, press {{k|k}} to Attack. You now have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until he is within striking distance.  Ranged attackers will not do anything clever like climbing up to the top of your archery tower.  If you want them to fire from a specific position, use a move order instead.&lt;br /&gt;
&lt;br /&gt;
This order will remain after the intended victim is killed (fixed in some of 34.* - in 34.11 they will cancel order when target is terminated), leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a [[trap|cage trap]]; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature {{version|0.34.07}}.&lt;br /&gt;
&lt;br /&gt;
====Cancelling Orders====&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
==Order Scheduling==&lt;br /&gt;
&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the squad menu you can cycle through any alerts you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}}-{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Training or Combat bolts become stuck in inventory, preventing acquisition of combat or training bolts respectively.{{bug|4530}}&lt;br /&gt;
* &amp;quot;Long Patrol&amp;quot; negative [[thought]]s seem to escalate, even with long break.{{bug|3190}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Naked_mole_dog&amp;diff=184874</id>
		<title>v0.34:Naked mole dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Naked_mole_dog&amp;diff=184874"/>
		<updated>2013-04-28T14:08:59Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:21, 8 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=10-11&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|fat=11-13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Naked mole dogs''' are very, very large versions of the real life [http://en.wikipedia.org/wiki/Naked_mole_rat naked mole rat]. They live on the topmost level of [[cavern]]s, and will attempt to steal [[food]] and [[alcohol]] when they can. In order to capture them efficiently, make a small food stockpile on the first cavern layer and surround it with cage [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
Naked mole dog parts are worth the same as most domestic animals, but they have a fairly high pet value. They can be [[tame]]d and bred with an [[animal trainer]]. Given their average lifespan of 2-3 years, making them into pets (or training them for war) is likely counterproductive.&lt;br /&gt;
&lt;br /&gt;
Naked mole dogs can make for a [[dog]] replacement, being generally bigger and tougher and not feeling pain, unlike dogs. However, they aren't as aggressive as dogs, which may make them less attractive.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pig_iron&amp;diff=184835</id>
		<title>v0.34:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pig_iron&amp;diff=184835"/>
		<updated>2013-04-27T23:15:57Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:22, 29 October 2010 (UTC)}}{{Alloy3&lt;br /&gt;
|name=Pig iron&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:7:1&lt;br /&gt;
|color2=7:0:1&lt;br /&gt;
|tile2=•&lt;br /&gt;
|color3=0:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Flux]] [[stone]]&lt;br /&gt;
* 1 [[Fuel|Coal]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pig iron''' bars can be created at a [[smelter]] by a dwarf with the [[Furnace_operator|furnace operating]] labor activated.&lt;br /&gt;
&lt;br /&gt;
The recipe for pig iron is: one [[iron]] [[bar]], one [[flux]] material and one [[fuel]] create one pig iron bar. Note that this fuel is part of the reaction.You will need another item of fuel (coke or charcoal, but ''not'' wood) to heat the smelter unless you're using a [[magma smelter]].&lt;br /&gt;
&lt;br /&gt;
Pig iron is mainly used as a component in the manufacture of [[steel]] but can also be used for buildings and constructions that allow bars and have no restrictions on what type of [[Bar|bars]] to use. Dwarves can have a [[preference]] for pig iron and will be happier in a room whose floors and walls are made of it. Keeping a few spare pig iron bars may be marginally useful for [[strange mood]]s).&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
After years of extensive dwarven research, scientists have concluded that no, pig iron is not related to pigs in any way, and is therefore impossible to craft into ☼steel bacon☼.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pig_iron&amp;diff=184834</id>
		<title>v0.34:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pig_iron&amp;diff=184834"/>
		<updated>2013-04-27T23:14:53Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:22, 29 October 2010 (UTC)}}{{Alloy3&lt;br /&gt;
|name=Pig iron&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:7:1&lt;br /&gt;
|color2=7:0:1&lt;br /&gt;
|tile2=•&lt;br /&gt;
|color3=0:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Flux]] [[stone]]&lt;br /&gt;
* 1 [[Fuel|Coal]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pig iron''' bars can be created at a [[smelter]] by a dwarf with the [[Furnace_operator|furnace operating]] labor activated.&lt;br /&gt;
&lt;br /&gt;
The recipe for pig iron is: one [[iron]] [[bar]], one [[flux]] material and one [[fuel]] create one pig iron bar. Note that this fuel is part of the reaction.You will need another item of fuel (coke or charcoal, but ''not'' wood) to heat the smelter unless you're using a [[magma smelter]].&lt;br /&gt;
&lt;br /&gt;
Pig iron is mainly used as a component in the manufacture of [[steel]] but can also be used for buildings and constructions that have no restrictions on what type of [[Bar|bars]] to use. Dwarves can have a [[preference]] for pig iron and will be happier in a room whose floors and walls are made of it. Keeping a few spare pig iron bars may be marginally useful for [[strange mood]]s).&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
After years of extensive dwarven research, scientists have concluded that no, pig iron is not related to pigs in any way, and is therefore impossible to craft into ☼steel bacon☼.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tree_farming&amp;diff=184820</id>
		<title>v0.34:Tree farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tree_farming&amp;diff=184820"/>
		<updated>2013-04-27T18:25:10Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: superior?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior|12:04, 25 January 2012 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Many miners extend tree farm.png|thumb|right|350px|Extending a tree farm in a soil layer.]]&lt;br /&gt;
'''Tree Farming''' is the process of creating an environment in which saplings can safely form and mature into [[tree|trees]]. Since planting trees is not possible, a more indirect approach must be used. This technique may be used to supplement a thriving [[wood industry]]. Tree farms require a large area and may not produce fast enough for impatient gamers due to the time requirements involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
&lt;br /&gt;
Creating a tree farm is generally straightforward, but depends on your situation and needs. Walling off an outside area may do, but if your fortress isn't in a thickly forested area then this may not suffice.&lt;br /&gt;
&lt;br /&gt;
===Soil Layers===&lt;br /&gt;
&lt;br /&gt;
The fastest way to clear out space for a large tree farm is by digging out a subterranean soil layer while leaving the floors intact. This only works after a [[cavern]] has been breached. Since soil is easy mined and requires no [[irrigation]] system this is probably the easiest option if it is available. Note, however, that surface tree growth will be greatly reduced if you mine out the layer directly below the surface.&lt;br /&gt;
&lt;br /&gt;
===Deep Underground===&lt;br /&gt;
[[Image:Underground tree farm.jpg|thumb|right|200px|Freshly irrigated tree farm next to a [[volcano]]]]&lt;br /&gt;
&lt;br /&gt;
If you find a suitably sized cavern opening you can opt to just use that as a tree farm, possibly enlarging it. Walling it of provides safety against migrating &amp;quot;wildlife&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the above options are not for you then your next option is to dig out a large underground space and flood it. This too only works after a [[cavern]] has been breached. Locate a suitable level and set your miners to work. While your miners and haulers are hard at work set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with copious amounts of liquid spread over open areas. Rivers and lakes make excellent sources, but be wary of slowing frame rates especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space on a lower level. This way you may dig out larger farms without requiring more water.&lt;br /&gt;
&lt;br /&gt;
==Use and production==&lt;br /&gt;
&lt;br /&gt;
Freshly watered or sporulated farms will require about a year of growing before trees pop up. In this time a few may show up early, but the majority will mature as a group within the span of a month of in game time. After it is clear cut trees will show up slightly more frequently and steadily as time progresses. It's important to leave it be as it works, so don't try to micromanage it!&lt;br /&gt;
&lt;br /&gt;
Tree farms can double as pastures, but trampling may lead to lowered wood production in the area occupied by grazers. Separate pasture and tree farming areas can be created by making pastures out of up stairs to prevent the growth of trees and shrubs, but though all the tiles in the pasture can grow moss a stair tile will only support sparse moss growth.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on soil that is occupied by rocky boulders, items, buildings or stockpiles. Removal of these obstructions will increase the area saplings can grow on.&lt;br /&gt;
&lt;br /&gt;
Saplings of underground trees will not form in artificial areas until a cavern has been breached. Underground saplings will die if marked as {{DFtext|Outside |3:1}}.&lt;br /&gt;
&lt;br /&gt;
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the biome your fortress is in. If there are too many mature trees in an area then growth will be halted. Underground trees always grow with uniform density.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
{{Category|Agriculture}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tree_farming&amp;diff=184819</id>
		<title>v0.34:Tree farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tree_farming&amp;diff=184819"/>
		<updated>2013-04-27T18:24:12Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|12:04, 25 January 2012 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Many miners extend tree farm.png|thumb|right|350px|Extending a tree farm in a soil layer.]]&lt;br /&gt;
'''Tree Farming''' is the process of creating an environment in which saplings can safely form and mature into [[tree|trees]]. Since planting trees is not possible, a more indirect approach must be used. This technique may be used to supplement a thriving [[wood industry]]. Tree farms require a large area and may not produce fast enough for impatient gamers due to the time requirements involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
&lt;br /&gt;
Creating a tree farm is generally straightforward, but depends on your situation and needs. Walling off an outside area may do, but if your fortress isn't in a thickly forested area then this may not suffice.&lt;br /&gt;
&lt;br /&gt;
===Soil Layers===&lt;br /&gt;
&lt;br /&gt;
The fastest way to clear out space for a large tree farm is by digging out a subterranean soil layer while leaving the floors intact. This only works after a [[cavern]] has been breached. Since soil is easy mined and requires no [[irrigation]] system this is probably the easiest option if it is available. Note, however, that surface tree growth will be greatly reduced if you mine out the layer directly below the surface.&lt;br /&gt;
&lt;br /&gt;
===Deep Underground===&lt;br /&gt;
[[Image:Underground tree farm.jpg|thumb|right|200px|Freshly irrigated tree farm next to a [[volcano]]]]&lt;br /&gt;
&lt;br /&gt;
If you find a suitably sized cavern opening you can opt to just use that as a tree farm, possibly enlarging it. Walling it of provides safety against migrating &amp;quot;wildlife&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the above options are not for you then your next option is to dig out a large underground space and flood it. This too only works after a [[cavern]] has been breached. Locate a suitable level and set your miners to work. While your miners and haulers are hard at work set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with copious amounts of liquid spread over open areas. Rivers and lakes make excellent sources, but be wary of slowing frame rates especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space on a lower level. This way you may dig out larger farms without requiring more water.&lt;br /&gt;
&lt;br /&gt;
==Use and production==&lt;br /&gt;
&lt;br /&gt;
Freshly watered or sporulated farms will require about a year of growing before trees pop up. In this time a few may show up early, but the majority will mature as a group within the span of a month of in game time. After it is clear cut trees will show up slightly more frequently and steadily as time progresses. It's important to leave it be as it works, so don't try to micromanage it!&lt;br /&gt;
&lt;br /&gt;
Tree farms can double as pastures, but trampling may lead to lowered wood production in the area occupied by grazers. Separate pasture and tree farming areas can be created by making pastures out of up stairs to prevent the growth of trees and shrubs, but though all the tiles in the pasture can grow moss a stair tile will only support sparse moss growth.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on soil that is occupied by rocky boulders, items, buildings or stockpiles. Removal of these obstructions will increase the area saplings can grow on.&lt;br /&gt;
&lt;br /&gt;
Saplings of underground trees will not form in artificial areas until a cavern has been breached. Underground saplings will die if marked as {{DFtext|Outside |3:1}}.&lt;br /&gt;
&lt;br /&gt;
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the biome your fortress is in. If there are too many mature trees in an area then growth will be halted. Underground trees always grow with uniform density.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
{{Category|Agriculture}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=184818</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=184818"/>
		<updated>2013-04-27T17:33:10Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: Proximity trigger?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
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et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
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:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
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:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
:::34.07 - a weak vampire came as an immigrant, i made him a miner - now he is mighty (as written in v mode). In adv. mode 34.07 i also managed to become a vamp flom almost very start: powerlevelling as a vampire also worked perfectly, all the stats increased the same way as if my hero was a non-vamp. The single bad thing in adv.mode is that vamp has a speed-cap of about 1300, even if an elf with maxed 2k speed becomes a vamp, the speed is instantly set to a vamp's cap of ~1300. (there are three exact constant cap's depending on the race, yet all are 1300+-) &lt;br /&gt;
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Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
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I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
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Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
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A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
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: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
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: Vampires have the &amp;quot;Sterile&amp;quot; tag added to them. I'm assuming this means they can't have children. [[Special:Contributions/205.178.83.139|205.178.83.139]] 10:34, 14 June 2012 (UTC)&lt;br /&gt;
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--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
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-New to dwarf fortress and new member: Just found my third vampire with a fortress of 240+ dwarves, and I was able to confirm all 3 by changing their nickname and checking the deity.  One thing that I did notice was that all three had something attached to the end of &amp;quot;He/She needs alcohol to get through the working day&amp;quot; that always started with &amp;quot;and&amp;quot;.  One was &amp;quot;and can't remember the last time she had some&amp;quot; and the other two were something along the lines of &amp;quot;and drinks a lot&amp;quot;. The first two had a fairly long history, but the third had a shorter history than some of my other dwarves.  I'd also like to note while searching some of the actual dwarves didn't mention food/drink/sleep when I was looking through the thoughts (seemed like mainly fishers and hunters).  21:43 CT 8/16/12 -[[User:bgreen|bgreen]]&lt;br /&gt;
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-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
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-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
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-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
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-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
:- Nice try, vampire. --[[User:IC Pandemonium|IC Pandemonium]] 06:26, 13 April 2012 (UTC)&lt;br /&gt;
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Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
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-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
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-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
:I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
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-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
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I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
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- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
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Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
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&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
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Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
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Very likely vampire's &amp;quot;hair is dark brown with flecks of grey&amp;quot; in my most recent fort (from v0.34.6) am adding a verify tag to the &amp;quot;white hair&amp;quot; section of identification... have a nasty feeling that the vamps have developed hair colouring. [[User:Earthfiredrake|Earthfiredrake]] 03:10, 31 March 2012 (UTC)&lt;br /&gt;
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Just a quick note about the &amp;quot;He has the appearance of someone (x) years old and is among the first of his kind&amp;quot; line. I don't know firsthand how useful this is for vampire ID in general, but in a world with a very short history, any dwarf older than the world will have this line for their age. So, for example, I've got a fortress in year 8 of its world, so any dwarf older than 8 years old has this. This caused me to briefly worry that I had an all-vamp fort before I figured it out. 19:00 9 April 2012 (UTC)&lt;br /&gt;
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== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
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Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
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== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
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Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
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This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
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-I smashed a vampire, they later popped back up again as a restless spirit (I'll need to check the legends to see just how troubled their life was). I'm using the vanilla edition, and once people noticed the ghost they were classed as 'deceased' and I could engrave a slab.&lt;br /&gt;
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== First vamp notes ==&lt;br /&gt;
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I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
: My vampire details read: &amp;quot;He is thirty-three years old born on the 4th of Opal in the year 218&amp;quot; and the current date is 6th Galena 252.  The numbers match so age it's not a definitive indicator. --[[User:Petar Petrov|Petar Petrov]] 18:29, 18 December 2012 (UTC)&lt;br /&gt;
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== Unconfirmed ==&lt;br /&gt;
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Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;br /&gt;
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== Vampire Diplomat ==&lt;br /&gt;
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I just got a human law-giver vampire diplomat in my fortress. He just arrived so I don't know if he'll start anything funky, but I was wondering if anyone else had experience with this? Anything I've got to watch for? And if so, it may be worthwhile to add the possibility to this page. [[User:Angry B8|Angry B8]] 15:56, 16 March 2012 (UTC)&lt;br /&gt;
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-I've just had the same experience - due to some past grievances with their kind, I'm going to try to dispose of them in a manner which probably won't be linked back to me, and I'll post the results up. (21 March 2012)&lt;br /&gt;
---Turns out the humans were remarkably ungrateful about the fact that I had delivered them from their vampire overlord, so they besieged me. He didn't go down without a fight - I released several goblins into his room, and he shoved his human-bone jewellery right through their skulls before going down after an armed swordsman struck him down. Conclusion from all of this, vampire diplomats exist and are still treated as respected members of their own civilisation.&lt;br /&gt;
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- One of my two known vamps somehow became Baron so he's locked into his quarters with a couple wall grates and levers. Suddenly this Serpent Man vampire law giver diplomat shows up! I had to open the Baron's enclosure up and they are now negotiating. I'm quite excited to see what the result will be.&lt;br /&gt;
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== Zero Variation ==&lt;br /&gt;
Just adding a little note here, in case anybody else is curious about the same things as I am: I had a look through a lot of the vampires in my world.sav, and there was no variation between any of the vampire curses.  Every vampire curse was identical to the example curse: strength, agility, toughness+200, standard tag changes, nothing else.  --[[User:Vasiln|Vasiln]] 22:56, 31 March 2012 (UTC)&lt;br /&gt;
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== Blood vision ==&lt;br /&gt;
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I'm playing an adventurer vamp, and I've been getting red &amp;quot; marks where some enemies beyond my normal sight lines. Not all enemies get red &amp;quot; marks, so I think it's the ones who are bleeding. Can anyone verify or provide greater info? It's largely speculation now, so I don't wanna add it to the article. --[[User:Waladil|Waladil]] 22:56, 22 April 2012 (UTC)&lt;br /&gt;
:They're probably [[goblin]]s, which have [GLOWTILE:'&amp;quot;'] and [GLOWCOLOR:4:0:1]. Kobolds are the same way, except their eyes are yellow. --[[User:Quietust|Quietust]] 23:12, 22 April 2012 (UTC)&lt;br /&gt;
::That probably explains it, then. Considering it hasn't happened since then, and since some of the enemies were also not wounded. Thanks. --[[User:Waladil|Waladil]] 22:04, 23 April 2012 (UTC)&lt;br /&gt;
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== Breathless ==&lt;br /&gt;
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Playing as a vampire adventurer, I'm noticing a few things that the article doesn't mention. For one, my vamp doesn't need to breathe. At all. He can go as deep underwater as needed and never starts to drown. Would this mean they're good candidates for killing toxin-breathing creatures? Also, whenever I swam a long time as a non-vamp, I'd inevitably freeze to death. As a vamp (After I pissed off the only major civ on a continent...) I swam to another continent, swimming for a full day, roughly from sunrise to sunset. He's also never been tired, even in during one of his several massacres. So I looked up the raws: NOEXERT: NOPAIN: NOBREATHE: NOSTUN: NONAUSEA: NO_DIZZINESS: NO_FEVERS: PARALYZEIMMUNE: NO_EAT: NO_DRINK: NO_SLEEP: NO_PHYS_ATT_GAIN: NO_PHYS_ATT_RUST: START: 0]&lt;br /&gt;
So they cannot get tired, cannot feel pain, don't breathe (As I discovered), can't be stunned, made nauseous, feel dizzy, get fevers, be paralyzed... so they're pretty much perfect candidates for fighting random Forgotten Beasts that emit those gases. Of course, that NO_PHYS_ATT_GAIN is pretty annoying. &amp;lt;mods it out&amp;gt;. Much better. --[[User:Waladil|Waladil]] 22:18, 23 April 2012 (UTC)&lt;br /&gt;
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== How to seal in a vampire ==&lt;br /&gt;
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I'm pretty sure I got a positive - huge background list (been part of +50 fortresses) - his desc say's he's thirsty... and it has been a while since a corpse has been found drained of blood - plus the Dwarf Therapist name check also listed the joker under a different name&lt;br /&gt;
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I'm thinking drafting, then putting him in a room and sealing him behind a stone floodgate? It shouldn't be possible for him to escape that, right?&lt;br /&gt;
[[User:Webkilla|webkillal]] - may 6th 2012&lt;br /&gt;
:These sorts of things are better placed on the forums. But yes, that would work. Make him an office and make him your manager and bookkeeper, and he'll be useful too. A floodgate would require someone be alive to pull it, so I would drop a pick in there too, so he can dig himself out if he's the last man standing.&lt;br /&gt;
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==Vampire vs. The Volcano==&lt;br /&gt;
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I just dropped a vampire into a volcano. He sank all the way down to the Magma Sea, discovered adamantine, and sat around for awhile on the bottom before finally dying.&lt;br /&gt;
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== Vampire Nobles ==&lt;br /&gt;
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A vampire was elected Mayor in my fortress. (Maybe it's all the connections he has built up in his 150 years of life xD) Anyway, it told me that he was a vampire when this happened. However, the tag disappeared over time. --[[User:Dissimulation|Dissimulation]] 00:18, 7 June 2012 (UTC)&lt;br /&gt;
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:I can one up you there, apparently my civilization has a Vampire Queen. Now I don't know if I'm supposed to kill my vampire when I find it, or try to make it the ruler of my fortress.  Apparently it's not all that [http://www.bay12forums.com/smf/index.php?PHPSESSID=7809b08666685a26eefa66b619eeecc7&amp;amp;topic=101368.15 uncommon], maybe someone should write a blurb about it. --[[User:Zemaniac|Zemaniac]] 20:23, 17 August 2012 (UTC)&lt;br /&gt;
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== tired vampire ==&lt;br /&gt;
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i have a tired pump operator / soldier vampire, so i'll put a verify tag on 'never get tired' - maybe this is true only for adventure mode?&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 05:39, 23 June 2012 (UTC)&lt;br /&gt;
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==Took Joy in Slaughter==&lt;br /&gt;
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Do dwarves get the &amp;quot;took joy in slaughter lately&amp;quot; thought when they bite someone as vampire? Because if so, and the vampire isn't in the military, identification should just be a matter of trawling through the thoughts of all the dwarves as soon as the body is found. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 13:15, 24 June 2012 (UTC)&lt;br /&gt;
: After I discovered a dead Lye Maker in the middle of a hallway I noticed a Marksdwarf, who had seen no combat whatsoever, with the Joy In Slaughter thought despite no recorded kills. Later confirmed that this was my vampire. I'm going to say this is indeed another indicator. -- [[Special:Contributions/209.6.50.208|209.6.50.208]] 22:37, 30 June 2012 (UTC)&lt;br /&gt;
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== Why vampire alcohol dependant bug might not be fixed. ==&lt;br /&gt;
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http://www.altergamer.com/dwarf-fortress-interview/&lt;br /&gt;
http://www.bay12games.com/media/df_talk_18_transcript.html&lt;br /&gt;
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Toady thinks that vampires slowing down is due to them not drinking enough ''blood'', and I can't find any case of Toady acknowledging the alcohol dependant bug.&lt;br /&gt;
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Please enlighten me if this isn't the situation. --[[User:UristDaVinci|UristDaVinci]] 06:15, 9 July 2012 (UTC)&lt;br /&gt;
:Someone on the forums linked me to this comment http://www.bay12forums.com/smf/index.php?topic=107933.msg3216725#msg3216725 so it seems that it's more of a low priority bug&lt;br /&gt;
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== Vampires in Starting Party ==&lt;br /&gt;
Although the article says otherwise, It seems one of my starting dwarves, my expedition leader is the vampire.. can anyone confirm this being possible or did I get a false positive from therapist?&lt;br /&gt;
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EDIT However once I check again it seems I was right after all - She has 18 different past memberships in different groups, &amp;quot;She is the first of her kind&amp;quot; and &amp;quot;looks as if she is 142 years old&amp;quot; (older then the world itself which is 126.)&lt;br /&gt;
Does this mean vampires can be in the starting party now?&lt;br /&gt;
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Age is not a problem, in my 50 year old world many dwarves come as if they are 70~100 years old, none of them is a vampire (if therapist is right). BUT I want one! -- lcy03406&lt;br /&gt;
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Due to this post and the Vampire diplomat post I added a verify tag for vampires as diplomats, starter dwarves, ect. --[[User:Brichess|Brichess]] 14:17, 27 July 2012 (UTC)&lt;br /&gt;
:Getting a vampire in your starting party is 100% impossible because those dwarves are created from scratch - in all likelihood, lcy03406's original expedition leader died and was replaced by a migrant. --[[User:Quietust|Quietust]] 14:40, 27 July 2012 (UTC)&lt;br /&gt;
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== Vampires feed on hunt kills? ==&lt;br /&gt;
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I had a vampire that hunted and killed an animal then stood over the corpse, presumably due to the vampire feeding on it, while it stood there I could see its real name, so can vampires feed from hunt kills? --[[User:Brichess|Brichess]] 14:14, 27 July 2012 (UTC)&lt;br /&gt;
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:Likely the hunter just injured the target enough to have them fall unconscious, then stood over and drank the now &amp;quot;sleeping&amp;quot; creature dry. (Hmm, the page as it reads now gives the impression that vampires only drink from actually-sleeping creatures. I suspect that the only requirement is for the creature to be unconscious for any reason, including injury/pain. Certainly the vampire-adventurer section seems to confirm that injured/unconscious creatures are drinkable.) [[User:Urist McDorf|Urist McDorf]] 02:47, 5 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nickname/Deity Check ==&lt;br /&gt;
Should probably note that the deity relationship isn't necessarily a &amp;quot;cursed the dwarf vampire 'nickname'&amp;quot; one. While checking out new migrants, I initially missed one vamp by skimming just the &amp;quot;cursed&amp;quot; lines. It turns out that &amp;quot;In 177, Ino ''received the worship of'' the dwarf vampire 'ImAVampire' Elderstars&amp;quot;. No indication of what deity first cursed the poor sap. [[User:Urist McDorf|Urist McDorf]] 02:30, 5 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spreading Vampirism Intentionally==&lt;br /&gt;
I've tried to spread the vampiric curse with tainted water-supply, but I've never been able to pull it off correctly.  Can anyone confirm that they've been able to create more vampires in this manner? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:131.230.193.146|131.230.193.146]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I believe that some vampire blood needs to make its way into the water, although I can't say I've tried. Loo{{k|k}}ing at the water should display {{DFtext|Stagnant water|1:1}} if there is vampire blood present. --{{User:Lethosor/sig}} 22:38, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Proximity trigger? ==&lt;br /&gt;
By observing my vampire and moving her around with 'station' orders (and sacrificing my fortress (okay, I had a backup)) I have come to the conclusion that proximity to a sleeping dwarf, maybe 10 tiles, either increases the chance of a suck job or even triggers one. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 17:33, 27 April 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184816</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184816"/>
		<updated>2013-04-27T17:22:52Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Identification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and possess items. They do however not eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go on [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is either indicating that they need blood or that they have been sober of alcohol for quite some time.{{verify}} In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even [[follow]]ing it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
&lt;br /&gt;
This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will choose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled, then physical attributes will no longer gain or rust. (Thus it is advised to train them beforehand.)&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184810</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184810"/>
		<updated>2013-04-27T17:09:30Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Identification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and possess items. They do however not eat, drink or sleep.&lt;br /&gt;
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The most important difference is that when they go on [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
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If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
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If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
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A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is either indicating that they need blood or that they have been sober of alcohol for quite some time.{{verify}} In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even [[follow]]ing it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
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Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
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If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
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If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
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So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
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This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will choose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
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== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled, then physical attributes will no longer gain or rust. (Thus it is advised to train them beforehand.)&lt;br /&gt;
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*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
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Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
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After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
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Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
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{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184800</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184800"/>
		<updated>2013-04-27T15:58:29Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Identification */&lt;/p&gt;
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&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
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'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
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==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
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Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and possess items. They do however not eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go on [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is either indicating that they need blood or that they have been sober of alcohol for quite some time.{{verify}} In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even [[follow]]ing it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is apparently treated as a job by the game, and thus appears in the Unit List with its text in cyan. The text reads 'On Break'. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
&lt;br /&gt;
This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will choose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled, then physical attributes will no longer gain or rust. (Thus it is advised to train them beforehand.)&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184799</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184799"/>
		<updated>2013-04-27T15:45:47Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Description */&lt;/p&gt;
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&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
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'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and possess items. They do however not eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go on [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is either indicating that they need blood or that they have been sober of alcohol for quite some time.{{verify}} In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is apparently treated as a job by the game, and thus appears in the Unit List with its text in cyan. The text reads 'On Break'. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
&lt;br /&gt;
This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will choose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled, then physical attributes will no longer gain or rust. (Thus it is advised to train them beforehand.)&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184798</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184798"/>
		<updated>2013-04-27T15:38:34Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Habits */   redundancy, details&lt;/p&gt;
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&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
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'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and their great physical capacity means that most vampires live for hundreds or even thousands of years. Thus all but the newest vampires are vastly more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s. They usually live amongst their peers, and are very good at protecting their identities from discovery. These two facts combined mean that vampires are naturally good candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which tend not to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and possess items. They do however not eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go on [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is either indicating that they need blood or that they have been sober of alcohol for quite some time.{{verify}} In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is apparently treated as a job by the game, and thus appears in the Unit List with its text in cyan. The text reads 'On Break'. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
&lt;br /&gt;
This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will choose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled, then physical attributes will no longer gain or rust. (Thus it is advised to train them beforehand.)&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184797</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=184797"/>
		<updated>2013-04-27T15:21:39Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Identification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and their great physical capacity means that most vampires live for hundreds or even thousands of years. Thus all but the newest vampires are vastly more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s. They usually live amongst their peers, and are very good at protecting their identities from discovery. These two facts combined mean that vampires are naturally good candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which tend not to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive, subtle, and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit their population limit, and some may see two or more. Vampires arrive in disguise, masquerading as another dwarf and hiding their true names and kill lists until they are discovered. Vamps act as do any other dwarves, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting as expected of them. They can be [[military|drafted]], assigned to [[burrow]]s, be given or claim [[room]]s, and possess items.&lt;br /&gt;
&lt;br /&gt;
The exception is that their [[On break|breaks]] tend to be used for drinking the blood of the unwary to sustain their unnatural existence. Vampires will from time to time drink the blood of dwarves that they catch sleeping, whomever they can get their &amp;lt;strike&amp;gt;hands upon&amp;lt;/strike&amp;gt; fangs into. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. Vampires routinely lie about their past so as to avoid identification by others, going so far as to adopt a false name when entering a new fortress.&lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is either indicating that they need blood or that they have been sober of alcohol for quite some time.{{verify}} In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is apparently treated as a job by the game, and thus appears in the Unit List with its text in cyan. The text reads 'On Break'. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
&lt;br /&gt;
This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will choose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled, then physical attributes will no longer gain or rust. (Thus it is advised to train them beforehand.)&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_forge&amp;diff=184731</id>
		<title>v0.34:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_forge&amp;diff=184731"/>
		<updated>2013-04-25T23:54:53Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:55, 30 September 2010 (UTC)}}{{Workshop|name=Magma forge|key=v|job=Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Trapper, Mechanic&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
* [[Magma-safe]] [[anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Crafts]] &lt;br /&gt;
*[[Goblet]]s (x3 from one metal bar)&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Vial|Flask]]s (x3 from one metal bar)&lt;br /&gt;
*[[Coins]] (x500 from one metal bar)&lt;br /&gt;
*[[Stud|Studding]]&lt;br /&gt;
*[[Furniture]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''magma forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[ammunition]], [[armor]], [[furniture]], [[coins]], [[trap component]]s, metal crafts and [[siege engine|ballista arrow heads]] without the need for [[fuel]] to heat the forge.&lt;br /&gt;
&lt;br /&gt;
To build a magma forge, you must have [[magma-safe]] materials (non-magma-safe materials will not be shown on the material list), an [[anvil]], and a build site with at least one of its eight non-center tiles open over [[magma]] at least 4/7 deep. Technically, the anvil must be magma-safe, but, except for rare [[strange mood]] creations, it is not currently possible to make an anvil from magma-unsafe materials. Placing an [[impassable tile]] of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out. While it is possible to construct a magma forge without open access to magma beneath any of its 9 squares, it will not operate (you will be unable to add tasks to the workshop). Note also that, like all workshops, the central tile must be floored, as it is required for a dwarf to use the workshop, and therefore cannot be the square used to access magma (you will be blocked from building the workshop).&lt;br /&gt;
&lt;br /&gt;
Note that in order to build one, you must have first found magma on the map.&lt;br /&gt;
&lt;br /&gt;
==Workshop labors and skills==&lt;br /&gt;
Several different types of items can be created at a metalsmith's forge; dwarves will need the correct type of [[labor]] enabled for each.  The labors used at a forge are:&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- [[weapon|weapons]], [[trap]] components, [[bolt|bolts]], and [[ballista arrowhead|ballista arrowheads]]&lt;br /&gt;
*[[Armorsmith|Armoring]] (armorer) -- [[armor]]&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Restraint|chains]], and everything in the &amp;quot;Other Objects&amp;quot; category ([[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], etc.), except anvils &lt;br /&gt;
*[[Blacksmith|Blacksmithing]] -- Anvils, [[block]]s, and all [[furniture]] except chains.&lt;br /&gt;
*[[Trapper|Trapping]] -- Animal Traps.&lt;br /&gt;
*[[Mechanic|Mechanics]] -- Mechanisms.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Metalsmith's forge]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Melt_item&amp;diff=184730</id>
		<title>v0.34:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Melt_item&amp;diff=184730"/>
		<updated>2013-04-25T23:51:51Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-150%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Items that yield more than 100% can be used to increase the amount of a metal you have available by producing those items and then melting them down again as many times as required.  This is generally considered to be an exploit of an error in the game mechanics.  &lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it makes sense to designate one smelter as &amp;quot;melting&amp;quot; smelter (or for one metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up an individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job {{k|o}} at a [[Smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).&lt;br /&gt;
&lt;br /&gt;
Note that the Efficiency column is only accurate for ordinary metals - when using [[adamantine]], the number of wafers required comes from the &amp;quot;Material size&amp;quot; column instead of &amp;quot;Bars to make&amp;quot;, so if that number is larger, the efficiency will be reduced accordingly.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Material size !! Bars to make !! Bars returned !! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[weapon|Weapons]] (made by Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Short sword || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| War hammer || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Battle axe || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Pick || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Ammo (stack of 25) || (1) || 1 || 0.3{{verify}} || 30%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Siege Equipment (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Ballista arrow || (4) || 3 || 0.5{{verify}} || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Ballista arrow head || (4) || 3 || 0.5{{verify}} || 17%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Giant Axe Blade|| 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Enormous Corkscrew|| 5 || 1 || 1.5{{verify}} || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Spiked Ball|| 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Large Serrated Disc|| 4 || 1 || 1.2{{verify}} || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Menacing Spike|| 5 || 1 || 1.5{{verify}} || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Mechanic)&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || (3) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Armor]] (Armorsmith)&lt;br /&gt;
|-&lt;br /&gt;
| Cap || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Helm || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlet || 2 || 0.5 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Leggings || 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Greaves || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Low boot || 1 || 0.5 || 0.3 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| High boot || 2 || 0.5 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Buckler || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Shield || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| Mail shirt || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Breastplate || 9 || 3 || 2.7 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[tool|Tools]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Nest box || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Jug || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Pot || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Hive || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| Minecart || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| Wheelbarrow || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Blacksmith)&lt;br /&gt;
|-&lt;br /&gt;
| Anvil || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Barrel || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Bin || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Blocks || (4) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Bucket || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Cage || (6) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chair || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Chest || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Coffin || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Crutch || (3) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Door || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Grate || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Pipe section || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Splint || (2) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| Statue || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Table || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || (9) || 3 || 1{{verify}} || 33%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Chain || (4) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Trapper)&lt;br /&gt;
|-&lt;br /&gt;
| Animal trap || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Other objects (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| Amulet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Bracelet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Coins (stack of 500) || (1) || 1 || 1.1 || '''''110%'''''&lt;br /&gt;
|-&lt;br /&gt;
| Crown || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Earring || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Flask || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Figurine || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%&lt;br /&gt;
|-&lt;br /&gt;
| Goblet || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument || (1) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| Toy || (1) || 1 || 0.2{{verify}} || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Ring || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| Scepter || (1/3 to 1) || 1/3 to 1 || 0.2{{verify}} || 20% to 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All melting yields for items ''not'' specified in the raws (weapons, armor, tools, etc.) are hardcoded.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Graphite&amp;diff=184728</id>
		<title>v0.34:Graphite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Graphite&amp;diff=184728"/>
		<updated>2013-04-25T23:02:04Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: now that's just stupid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional|22:02, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Graphite''' is a [[stone]] found within certain [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
Graphite is flammable on contact with [[magma]] but will never melt, meaning graphite on [[fire]] makes an excellent long-burning flame - a single boulder will burn for about nine and a half months before being consumed. This quality has applications in some fire-based [[trap design|traps]].&lt;br /&gt;
&lt;br /&gt;
In real life, graphite is used for pencil &amp;quot;lead&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Food&amp;diff=184727</id>
		<title>v0.34 Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Food&amp;diff=184727"/>
		<updated>2013-04-25T21:54:35Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Dwarves will gain new favorites if you present them with new food (e.g. human and elven products like/from above ground crops). If you want a colorful game or need any food you can get, fire away. If however you want to optimize happiness from food but still keep stock menues small and tidy, be cautious about what you trade with [[caravan]]s or gain from [[plant gathering]]. For example, presumably, expensive meat makes your dwarves happier than cheap mule meat{{verify}}, but any plants the elves bring are not more valuable than your own.''&lt;br /&gt;
&lt;br /&gt;
My research indicates this is no longer true - anyone else? --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 20:34, 25 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It migrated from [[v0.31:Food|the v0.31 article]], so it makes sense if it's changed since then. I haven't noticed any changes in dwarves' preferences in-game (I didn't think they could be changed at all in vanilla), but I can't say I've been checking. If you're sure about this, it's fine by me. --{{User:Lethosor/sig}} 20:45, 25 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, I checked all my dwarves on immigrating (cos I'm finicky like that) and now, year 7, ~80 dwarves, I checked again. I have pretty much all food industries running, I think, and bought all food the caravans bring. There are a few dwarves who have ''no'' food prefs at all, though all have a booze pref, so I was expecting hidden prefs or &amp;quot;open slots&amp;quot; but nothing so far. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 21:54, 25 April 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=184726</id>
		<title>v0.34:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=184726"/>
		<updated>2013-04-25T21:47:38Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Thoughts */ outdated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior|02:58, 2 June 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves may be [[alcohol]]ics, but just as much they need '''food'''. Hungry dwarves are indicated by a flashing brown arrow; unfed hungry dwarves will progress to starvation and, ultimately, death.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of Eating and Hunger ==&lt;br /&gt;
Dwarves require about 2 units of food each season. Dwarves that go without food will do the obvious: become increasingly hungry, working more slowly, becoming more and more unhappy, and eventually [[death|die]] of starvation. Hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is added to their expenses when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves will forgo food, drink, and [[sleep]] for a while to complete tasks they are currently performing; how long they will go on depends on their [[personality]]. Dwarves without a current job will perform these activities if they are even a little thirsty, hungry, or drowsy, and will only snap to &amp;quot;No job&amp;quot; once they have done so. Dwarves will preferentially eat before starting a task{{verify}}, but will finish their active task once actually started, or die trying. The only task that can actually lead to death this way is a mother trying to find her [[children|infant]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves who don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer &amp;quot;burn time&amp;quot; when exposed to [[fire]]. Additionally, fat can provide emergency nourishment to a dwarf who is otherwise about to die of starvation; also not surprisingly, going without food for a while will shrink the dwarf right back down to skinny. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, and leaves the player wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
There are a number of good and bad [[thoughts]] associated with food. Food cooked from or consisting of ingredients the dwarf [[preferences|likes]] will generate a happy thought. High quality food will improve this happy thought, making a good [[cook]] a valuable addition to the fort. &lt;br /&gt;
&lt;br /&gt;
Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] an easy way to bring up happiness.&lt;br /&gt;
&lt;br /&gt;
On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, more likely early in a fortress's life. For this reason, it is important to get your food industry running, to provide more of a selection to the dwarves. Additional food of most categories can also be purchased from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
== Food groups ==&lt;br /&gt;
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, with the 2 important groups being 'drink' and 'other'(includes prepared meals). Any sort of accurate count will require a [[bookkeeper]]. The same goes for the {{k|z}}-stocks screen that gives a fully detailed overview.&lt;br /&gt;
&lt;br /&gt;
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.&lt;br /&gt;
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate.&lt;br /&gt;
*[[Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.&lt;br /&gt;
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] [[Egg_production#Egg-laying_Animals|egg-laying]] female animal will do so occasionally when allowed access to an unclaimed [[nest box]], including very exotic animals like [[alligator]]s and [[roc]]s. These eggs can then be cooked.&lt;br /&gt;
*[[Milk]] can be [[milking|milked]] from certain tame female animals, including more exotic ones like [[kangaroo]]s and [[tapir]]s. Milk can be cooked or processed into higher-value [[cheese]].&lt;br /&gt;
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be eaten, cooked, or processed into [[mead]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that most food is subject to [[Miasma#Food_rot|rotting]] if not stored propperly.&lt;br /&gt;
&lt;br /&gt;
{{Category|Food|*}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Food&amp;diff=184706</id>
		<title>v0.34 Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Food&amp;diff=184706"/>
		<updated>2013-04-25T20:34:58Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: Created page with &amp;quot;''Dwarves will gain new favorites if you present them with new food (e.g. human and elven products like/from above ground crops). If you want a colorful game or need any food ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Dwarves will gain new favorites if you present them with new food (e.g. human and elven products like/from above ground crops). If you want a colorful game or need any food you can get, fire away. If however you want to optimize happiness from food but still keep stock menues small and tidy, be cautious about what you trade with [[caravan]]s or gain from [[plant gathering]]. For example, presumably, expensive meat makes your dwarves happier than cheap mule meat{{verify}}, but any plants the elves bring are not more valuable than your own.''&lt;br /&gt;
&lt;br /&gt;
My research indicates this is no longer true - anyone else? --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 20:34, 25 April 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=184705</id>
		<title>v0.34:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=184705"/>
		<updated>2013-04-25T20:33:44Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Thoughts */  This appears to be no longer true -&amp;gt;disk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior|02:58, 2 June 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves may be [[alcohol]]ics, but just as much they need '''food'''. Hungry dwarves are indicated by a flashing brown arrow; unfed hungry dwarves will progress to starvation and, ultimately, death.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of Eating and Hunger ==&lt;br /&gt;
Dwarves require about 2 units of food each season. Dwarves that go without food will do the obvious: become increasingly hungry, working more slowly, becoming more and more unhappy, and eventually [[death|die]] of starvation. Hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is added to their expenses when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves will forgo food, drink, and [[sleep]] for a while to complete tasks they are currently performing; how long they will go on depends on their [[personality]]. Dwarves without a current job will perform these activities if they are even a little thirsty, hungry, or drowsy, and will only snap to &amp;quot;No job&amp;quot; once they have done so. Dwarves will preferentially eat before starting a task{{verify}}, but will finish their active task once actually started, or die trying. The only task that can actually lead to death this way is a mother trying to find her [[children|infant]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves who don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer &amp;quot;burn time&amp;quot; when exposed to [[fire]]. Additionally, fat can provide emergency nourishment to a dwarf who is otherwise about to die of starvation; also not surprisingly, going without food for a while will shrink the dwarf right back down to skinny. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, and leaves the player wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
There are a number of good and bad [[thoughts]] associated with food. Food cooked from or consisting of ingredients the dwarf [[preferences|likes]] will generate a happy thought. High quality food will improve this happy thought, making a good [[cook]] a valuable addition to the fort. &lt;br /&gt;
&lt;br /&gt;
Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] an easy way to bring up happiness.&lt;br /&gt;
&lt;br /&gt;
On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, especially early in a fortress's life. For this reason, it is important to get as many food industries as you can running, to provide more of a selection to the hungry dwarves; at least two food groups are recommended. At the worst, additional food of all categories can be purchased from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
== Food groups ==&lt;br /&gt;
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, with the 2 important groups being 'drink' and 'other'(includes prepared meals). Any sort of accurate count will require a [[bookkeeper]]. The same goes for the {{k|z}}-stocks screen that gives a fully detailed overview.&lt;br /&gt;
&lt;br /&gt;
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.&lt;br /&gt;
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate.&lt;br /&gt;
*[[Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.&lt;br /&gt;
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] [[Egg_production#Egg-laying_Animals|egg-laying]] female animal will do so occasionally when allowed access to an unclaimed [[nest box]], including very exotic animals like [[alligator]]s and [[roc]]s. These eggs can then be cooked.&lt;br /&gt;
*[[Milk]] can be [[milking|milked]] from certain tame female animals, including more exotic ones like [[kangaroo]]s and [[tapir]]s. Milk can be cooked or processed into higher-value [[cheese]].&lt;br /&gt;
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be eaten, cooked, or processed into [[mead]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that most food is subject to [[Miasma#Food_rot|rotting]] if not stored propperly.&lt;br /&gt;
&lt;br /&gt;
{{Category|Food|*}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=184704</id>
		<title>v0.34:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=184704"/>
		<updated>2013-04-25T20:32:16Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Mechanics of Eating and Hunger */  all eat the same amount&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior|02:58, 2 June 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves may be [[alcohol]]ics, but just as much they need '''food'''. Hungry dwarves are indicated by a flashing brown arrow; unfed hungry dwarves will progress to starvation and, ultimately, death.&lt;br /&gt;
&lt;br /&gt;
== Mechanics of Eating and Hunger ==&lt;br /&gt;
Dwarves require about 2 units of food each season. Dwarves that go without food will do the obvious: become increasingly hungry, working more slowly, becoming more and more unhappy, and eventually [[death|die]] of starvation. Hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is added to their expenses when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves will forgo food, drink, and [[sleep]] for a while to complete tasks they are currently performing; how long they will go on depends on their [[personality]]. Dwarves without a current job will perform these activities if they are even a little thirsty, hungry, or drowsy, and will only snap to &amp;quot;No job&amp;quot; once they have done so. Dwarves will preferentially eat before starting a task{{verify}}, but will finish their active task once actually started, or die trying. The only task that can actually lead to death this way is a mother trying to find her [[children|infant]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves who don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer &amp;quot;burn time&amp;quot; when exposed to [[fire]]. Additionally, fat can provide emergency nourishment to a dwarf who is otherwise about to die of starvation; also not surprisingly, going without food for a while will shrink the dwarf right back down to skinny. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, and leaves the player wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
There are a number of good and bad [[thoughts]] associated with food. Food cooked from or consisting of ingredients the dwarf [[preferences|likes]] will generate a happy thought. High quality food will improve this happy thought, making a good [[cook]] a valuable addition to the fort.  Dwarves will gain new favorites if you present them with new food (e.g. human and elven products like/from above ground crops). If you want a colorful game or need any food you can get, fire away. If however you want to optimize happiness from food but still keep stock menues small and tidy, be cautious about what you trade with [[caravan]]s or gain from [[plant gathering]]. For example, presumably, expensive meat makes your dwarves happier than cheap mule meat{{verify}}, but any plants the elves bring are not more valuable than your own.&lt;br /&gt;
&lt;br /&gt;
Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] an easy way to bring up happiness.&lt;br /&gt;
&lt;br /&gt;
On the other hand, eating the same food over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, especially early in a fortress's life. For this reason, it is important to get as many food industries as you can running, to provide more of a selection to the hungry dwarves; at least two food groups are recommended. At the worst, additional food of all categories can be purchased from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
== Food groups ==&lt;br /&gt;
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, with the 2 important groups being 'drink' and 'other'(includes prepared meals). Any sort of accurate count will require a [[bookkeeper]]. The same goes for the {{k|z}}-stocks screen that gives a fully detailed overview.&lt;br /&gt;
&lt;br /&gt;
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.&lt;br /&gt;
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate.&lt;br /&gt;
*[[Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.&lt;br /&gt;
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] [[Egg_production#Egg-laying_Animals|egg-laying]] female animal will do so occasionally when allowed access to an unclaimed [[nest box]], including very exotic animals like [[alligator]]s and [[roc]]s. These eggs can then be cooked.&lt;br /&gt;
*[[Milk]] can be [[milking|milked]] from certain tame female animals, including more exotic ones like [[kangaroo]]s and [[tapir]]s. Milk can be cooked or processed into higher-value [[cheese]].&lt;br /&gt;
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be eaten, cooked, or processed into [[mead]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that most food is subject to [[Miasma#Food_rot|rotting]] if not stored propperly.&lt;br /&gt;
&lt;br /&gt;
{{Category|Food|*}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Peat&amp;diff=184694</id>
		<title>v0.34:Peat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Peat&amp;diff=184694"/>
		<updated>2013-04-25T17:48:00Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:01, 26 April 2011 (UTC)}}{{soillookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Peat''' is one of the many types of [[soil]] that can be found in Dwarf Fortress. Peat layers occasionally contain an [[aquifer]].&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
In real life, Peat can be used as a home-heating fuel (after drying), and some places have power stations either directly fueled by Peat, or by distilled [[Alcohol]] made from Peat. On geological timescales, buried Peat eventually turns into [[Lignite]]. It's also used to give Scotch Whisky its distinctive taste. None of these uses are implemented in DF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=184693</id>
		<title>v0.34:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Steel&amp;diff=184693"/>
		<updated>2013-04-25T17:46:18Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:26, 22 August 2010 (UTC)}}{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&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]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is the best common metal for smithing most [[weapon]]s and [[armor]]. Products made with steel also have a very high value, equal to that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary Layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  Flux is used to remove carbon during the smelting process, while fuel (coke or charcoal) puts it back in. The end result is steel: iron with just the right amount of carbon in it.  The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers&lt;br /&gt;
* melting iron items brought by [[siege]]rs and [[trade]] caravans&lt;br /&gt;
* marble from [[metamorphic]] layers&lt;br /&gt;
* wood for making [[charcoal]] fuel&lt;br /&gt;
(Even if you find and use magma for your furnaces, you'll still need fuel as a reactant in the smelting process, so you'll be cutting down a tree and burning it to make charcoal for every bar of steel you manage to create.)&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s. ''Important note'': in steelmaking, [[coke]] or [[charcoal]] is also used as an ingredient, apart from its use as [[fuel]]. A conventional (non-magma) smelter will require an additional unit of fuel in each reaction.&lt;br /&gt;
&lt;br /&gt;
The first step is '''to create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of [[iron]]&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of carbon from [[fuel]]&lt;br /&gt;
:*1 unit of fuel, or magma&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; width:1px; height:1px; margin-left:220px; margin-bottom:601px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{rotate|deg=90|[[File:Steel.jpg|600px]]}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The second step combines the pig iron with plain iron '''to produce steel''':&lt;br /&gt;
&lt;br /&gt;
:*1 bar of iron&lt;br /&gt;
:*1 bar of pig iron&lt;br /&gt;
:*1 [[flux]] stone&lt;br /&gt;
:*1 unit of carbon from fuel&lt;br /&gt;
:*1 unit of fuel, or magma&lt;br /&gt;
:'''Produces''':&lt;br /&gt;
:*2 bars of steel&lt;br /&gt;
&lt;br /&gt;
The overall reaction consumes 2 bars of iron, 2 units of flux, and 2 units of fuel as ingredients (plus an extra 2 fuel at a conventional smelter for heating). This produces 2 bars of steel.&lt;br /&gt;
&lt;br /&gt;
Remember that smelting [[iron]] [[ore]] also requires 1 unit of fuel at a conventional smelter, producing 4 bars of [[iron]], which translates to half a unit of additional fuel used in the recipe above (although you will need a full unit up front.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SteelChart.png|center|485px]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Furnace&amp;diff=184692</id>
		<title>v0.34:Furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Furnace&amp;diff=184692"/>
		<updated>2013-04-25T17:35:38Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:22, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Furnace''' is an umbrella term for different [[workshop]]s that are used to heat materials, and that often produce only intermediary--products, items that are then used to create something else for the final product.  &lt;br /&gt;
&lt;br /&gt;
Every furnace must be built from [[fire-safe]] materials and designed by a [[building designer]]. Jobs at a furnace generally require [[fuel]] or, in the case of magma furnaces, the heat from [[magma]] - if the latter, they do not use up any magma but merely must be placed over it. Magma furnaces must be placed with one of their edge tiles above magma with depth of 4 or more; this can be accomplished by digging a channel for the magma, or hanging it directly over an open [[Magma#Magma_sources|magma source]]. &lt;br /&gt;
&lt;br /&gt;
All furnaces are constructed using the Furnaces submenu (via {{k|b}}, {{k|e}} ).  &lt;br /&gt;
&lt;br /&gt;
See main articles for a full discussion, esp of magma versions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Wood furnace]] ==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|w}}&amp;lt;br&amp;gt;&lt;br /&gt;
:*''Materials used:'' [[wood]]&amp;lt;br&amp;gt;&lt;br /&gt;
:*''Items made:'' [[ash]], [[charcoal]]&lt;br /&gt;
::*''Feeds into:'' fuel for other furnaces, [[steel]] making, [[Ashery|asheries]] and [[soap]] production&lt;br /&gt;
&lt;br /&gt;
== [[Smelter]] ==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|s}}&lt;br /&gt;
:*''Materials used:'' [[bituminous coal]], [[lignite]], [[ore]], [[metal]] [[bar]]s, [[flux]], [[fuel]] (and metal objects to be [[melt]]ed)&lt;br /&gt;
:*''Items made:'' [[coke]], metal [[bar]]s&lt;br /&gt;
::*''Feeds into:'' [[Forge]]s&lt;br /&gt;
&lt;br /&gt;
==[[Magma smelter]]==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|l}}&lt;br /&gt;
Magma versions use [[charcoal]] or [[coke]] for [[pig iron]] and [[steel]] production ''only''.  If the magma source fails, they cannot be used with [[fuel]].&lt;br /&gt;
&lt;br /&gt;
== [[Glass furnace]] ==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|g}}&lt;br /&gt;
:*''Materials used:'' [[sand]], [[pearlash]], [[rock crystal]], [[fuel]]&lt;br /&gt;
:*''Items made:'' [[glass]] objects&lt;br /&gt;
::*Glass objects are final products&lt;br /&gt;
&lt;br /&gt;
==[[Magma glass furnace]]==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|a}}&lt;br /&gt;
Magma glass furnaces use only magma as heat source and require no additional [[fuel]]. They produce the same objects as a regular Glass Furnace.&lt;br /&gt;
&lt;br /&gt;
== [[Kiln]] ==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|k}}&lt;br /&gt;
:*''Materials used:'' [[potash]], [[ash]], [[cassiterite]], [[clay]], [[clay loam]], [[sandy clay]], [[silty clay]], [[fire clay]], [[kaolinite]], [[gypsum]], [[alabaster]], [[selenite]], [[satinspar]], [[fuel]]&lt;br /&gt;
:*''Items made:'' [[ceramic|ceramic/clay items]], [[pearlash]] and [[plaster powder]]&lt;br /&gt;
::*''Feeds into:'' pearlash for higher quality [[glass]] production&lt;br /&gt;
::*Plaster powder is a final product used by healthcare professionals.&lt;br /&gt;
::*Ceramic/clay (earthenware, stoneware, and porcelain) items are final products.&lt;br /&gt;
&lt;br /&gt;
==[[Magma kiln]]==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|n}}&lt;br /&gt;
Functions just like a regular kiln, but uses magma instead of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Furnace&amp;diff=184691</id>
		<title>v0.34:Furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Furnace&amp;diff=184691"/>
		<updated>2013-04-25T16:58:09Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:22, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Furnace''' is an umbrella term for different [[workshop]]s that are used to heat materials, and that often produce only intermediary--products, items that are then used to create something else for the final product.  &lt;br /&gt;
&lt;br /&gt;
Every furnace must be built from [[fire-safe]] materials and designed by a [[building designer]]. Jobs at a furnace generally require [[fuel]] or, in the case of magma furnaces, the heat from [[magma]] - if the latter, they do not use up any magma but merely must be placed over it. Magma furnaces must be placed with one of their edge tiles above magma with depth of 4 or more; this can be accomplished by digging a channel for the magma, or hanging it directly over an open [[Magma#Magma_sources|magma source]]. &lt;br /&gt;
&lt;br /&gt;
All furnaces are constructed using the Furnaces submenu (via {{k|b}}, {{k|e}} ).  &lt;br /&gt;
&lt;br /&gt;
See main articles for a full discussion, esp of magma versions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Wood furnace]] ==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|w}}&amp;lt;br&amp;gt;&lt;br /&gt;
:*''Materials used:'' [[wood]]&amp;lt;br&amp;gt;&lt;br /&gt;
:*''Items made:'' [[ash]], [[charcoal]]&lt;br /&gt;
::*''Feeds into:'' fuel for other furnaces, [[steel]] making, [[Ashery|asheries]] and [[soap]] production&lt;br /&gt;
&lt;br /&gt;
== [[Smelter]] ==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|s}}&lt;br /&gt;
:*''Materials used:'' [[bituminous coal]], [[lignite]], [[ore]], [[metal]] [[bar]]s, [[flux]], [[fuel]] (and metal objects to be [[melt]]ed)&lt;br /&gt;
:*''Items made:'' [[coke]], metal [[bar]]s&lt;br /&gt;
::*''Feeds into:'' [[Forge]]s&lt;br /&gt;
&lt;br /&gt;
==[[Magma smelter]]==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|l}}&lt;br /&gt;
Magma versions use [[charcoal]] or [[coke]] for [[pig iron]] and [[steel]] production ''only''.  If the magma source fails, they cannot be powered by [[fuel]].&lt;br /&gt;
&lt;br /&gt;
== [[Glass furnace]] ==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|g}}&lt;br /&gt;
:*''Materials used:'' [[sand]], [[pearlash]], [[rock crystal]], [[fuel]]&lt;br /&gt;
:*''Items made:'' [[glass]] objects&lt;br /&gt;
::*Glass objects are final products&lt;br /&gt;
&lt;br /&gt;
==[[Magma glass furnace]]==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|a}}&lt;br /&gt;
Magma glass furnaces must be powered by magma, and thus require no additional [[fuel]]. Produces same objects as a regular Glass Furnace.&lt;br /&gt;
&lt;br /&gt;
== [[Kiln]] ==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|k}}&lt;br /&gt;
:*''Materials used:'' [[potash]], [[ash]], [[cassiterite]], [[clay]], [[clay loam]], [[sandy clay]], [[silty clay]], [[fire clay]], [[kaolinite]], [[gypsum]], [[alabaster]], [[selenite]], [[satinspar]], [[fuel]]&lt;br /&gt;
:*''Items made:'' [[ceramic|ceramic/clay items]], [[pearlash]] and [[plaster powder]]&lt;br /&gt;
::*''Feeds into:'' pearlash for higher quality [[glass]] production&lt;br /&gt;
::*Plaster powder is a final product used by healthcare professionals.&lt;br /&gt;
::*Ceramic/clay (earthenware, stoneware, and porcelain) items are final products.&lt;br /&gt;
&lt;br /&gt;
==[[Magma kiln]]==&lt;br /&gt;
:*''Shortcut:'' {{k|b}}, {{k|e}}, {{k|n}}&lt;br /&gt;
Functions just like a regular kiln, but must be powered by magma instead of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarven_atom_smasher&amp;diff=184690</id>
		<title>v0.34:Dwarven atom smasher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarven_atom_smasher&amp;diff=184690"/>
		<updated>2013-04-25T15:45:04Z</updated>

		<summary type="html">&lt;p&gt;Old Ancient: /* Immune creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:34, 2 October 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DwarfSMASH.PNG|thumb|An atom smasher. Take care so there are &amp;lt;s&amp;gt;no&amp;lt;/s&amp;gt; dwarves underneath when you trigger the bridge.]]&lt;br /&gt;
&lt;br /&gt;
The '''Dwarven Atom Smasher''' is a nickname for a [[drawbridge]] in waste disposal or militarily-significant applications. It [[exploit]]s the implementation of drawbridges to utterly destroy any objects and most creatures in its target area. A &amp;lt;abbr title=&amp;quot;Dwarven atom smasher&amp;quot;&amp;gt;DAS&amp;lt;/abbr&amp;gt; works fine as a trash compactor to smash [[stone|boulders]], [[item]]s, and [[water|fluid]]s straight into oblivion.&lt;br /&gt;
&lt;br /&gt;
== Smashing against the ground ==&lt;br /&gt;
In this design, a drawbridge is built to come down on at least one tile of solid ground. The drawbridge is raised, the targets are placed (or move of their own volition) into position on that ground, and then the drawbridge is lowered, erasing the targets from existence. Most commonly, a garbage dump [[activity zone]] is used in order to place items beneath the drawbridge (as stockpiles cannot be placed on top of existing buildings), but other methods such as flowing [[water]] have been used with varying degrees of success.&lt;br /&gt;
&lt;br /&gt;
Sand or dye in bags doesn't get erased while the bag does, creating a small pile of sand or dye on the ground.  Similarly, contaminants (eg blood, vomit) are not erased when a bridge descends on them.&lt;br /&gt;
&lt;br /&gt;
== Smashing upon closing ==&lt;br /&gt;
In this design, a very compact drawbridge (as little as one tile long) is used, and the target area is the one-tile wide anchoring area, where the bridge will close. This often uses walls, locked doors, or other solid objects, leaving the targets nowhere to go. The drawbridge is lowered, the targets are placed (or move of their own volition) into position on the tile(s) that the drawbridge will occupy when closing, and then the drawbridge is raised, squashing the targets flat.&lt;br /&gt;
&lt;br /&gt;
== Immune creatures ==&lt;br /&gt;
A DAS will not work on some tall creatures. Creatures with a size over 1,200,000 (e.g. [[elephant]]s, [[bronze colossus]]es) will make it impossible to raise a drawbridge they are standing on as well as cause a drawbridge to immediately deconstruct if lowered upon the creature.  See the [[List of creatures by adult size#bridge|list of creatures by adult size]] for a complete listing of creatures immune to bridges.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Old Ancient</name></author>
	</entry>
</feed>