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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-05T18:05:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome_token&amp;diff=46566</id>
		<title>40d Talk:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome_token&amp;diff=46566"/>
		<updated>2009-03-15T17:26:16Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm trying to determine which of these biomes are valid for entities - the following are known to be accepted without throwing an error (whether or not they actually work as advertised is untested).&lt;br /&gt;
&lt;br /&gt;
*[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_FOREST:2]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
*[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
&lt;br /&gt;
Not that the ANY_FOREST biome isn't even in the current list on the page.&lt;br /&gt;
--[[User:Erom|Erom]] 14:38, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Alright, all other BIOMEs listed on the wiki work as entity BIOME_SUPPORT, although I would be surprised if some of them (like chasm or lava or pool) really worked. I have verified that it will not take an arbitrary value, indicating that ANY_FOREST is probably a real biome tag and should be included in the main list.&lt;br /&gt;
--[[User:Erom|Erom]] 14:50, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
There is no way to specify temperature at the moment is there? I've tried FREEZING and ANY_FREEZING but they give errors. Really what I want is for the start biome for my civ to be only in cold or freezing areas. --[[User:Paradigmlost|Paradigmlost]] 17:26, 15 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39898</id>
		<title>40d Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39898"/>
		<updated>2009-03-08T17:45:37Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- [[User:Raumkraut|Raumkraut]] 13:56, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nice find, why not add that to the article?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- [[User:Rkyeun|Rkyeun]] 17:18, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I also remember seeing horror stories from the 2D version where, if the Hammerer lost both his arms, he would BITE people as punishment.  And tear their heads off with his jaws, walking around with dwarf chunks in his mouth.  A hammerer with no arms is way more dangerous than you might think; if he loses his arms, make sure he loses his head too! --[[User:Sowelu|Sowelu]] 02:19, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It seems unlikely.  A hammerer who lost both his arms would also be losing consciousness constantly.--[[User:Maximus|Maximus]] 03:46, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::is this still true? i have the hammerer's hammer designated as A) forbidden, and B) for melting (even though it's a work of art). it's been almost a year, and he's still not dropped it, and it's the only thing available for melting, but an alert pops up saying &amp;quot;smelter cancels melt a metal object: needs melt-designated item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::::Dwarves won't melt something that somebody is carrying, and they won't do squat with something that's forbidden.  They will, however, ''dump'' an object that's being carried/worn.  So try unforbidding the hammer and marking it for dumping.  When it gets dumped, go to the dump zone, reclaim it, and mark it for melting. --[[User:LegacyCWAL|LegacyCWAL]] 12:01, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yep, done that. taken it off both 'melt' and 'forbid', set it to be 'dumped', and he's still carrying it around. looks like it's not possible anymore :/   thank goodness i built that prison block! xD&lt;br /&gt;
&lt;br /&gt;
::::::Have you remembered to set a garbage dump zone? I'm on 40d and had no problem dumping my hammerer's hammer. It might just take a while for someone to come and take it off him. --[[User:Paradigmlost|Paradigmlost]] 13:45, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Arrives with Baron==&lt;br /&gt;
Can anyone verify this?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
:I've had this happen recently; that is, the hammerer and baron arriving together.  I've only had a baron arrive once, however, so this is hardly conclusive.  Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--[[User:Dadamh|Dadamh]] 14:59, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finished off a goblin invader ==&lt;br /&gt;
&lt;br /&gt;
Just fended off my second invasion of goblins first with trolls.(I love cage traps)&lt;br /&gt;
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer. I'd like to give him a hammer (a weak one) for effort :) My point is that he'll help fighting.--[[User:Seaneat|Seaneat]] 18:18, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Avoiding a Hammering==&lt;br /&gt;
This page would seem like a good place to put advice on how to avoid getting your dwarves hammered (and not in the good way.) Does putting the full amount of guards and cages prevent dwarves violating work orders being sentenced to hammerings?--[[User:Pyrite|Pyrite]] 07:45, 18 December 2008 (EST)&lt;br /&gt;
:Mostly. The default sentence for any offense is jail time. To be able to sentence your dwarf to jail time, you need to have a free guard to escort the offender to jail and you need a chain or cage to put them in. It's only if they try to put your dwarf into jail and fail that they get hammered. It's still possible to get more people arrested than you have restraints, unless you have a restraint for every dwarf. There was a case in one of my forts where my Mayor decided ''post facto'' that crowns could not be exported... right after I'd just put out a big shipment of them. I had 34 dwarves sentenced and only 15 (the recommended amount) restraints. The hammerer had a very bloody time of it... Kind of a shame that the mayor wasn't one of the offending haulers.&lt;br /&gt;
:Also, as I think is noted somewhere above, if you have no guards and no restraints designated as a jail, the noble gets an unhappy thought for not being able to punish anyone (on top of unhappines over not having the mandate filled if that's the offense) but there's no jail time and no hammering because there was no failure to get the offender to jail. One side effect of this is that tantruming dwarves are not stopped as effectively. -[[User:Fuzzy|Fuzzy]] 09:04, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trap/kill the Hammerer==&lt;br /&gt;
is it possible? both to trap him, and/or kill him? and if you do either, is he replaced?&amp;lt;br&amp;gt;he's already killed one of my champion wrestlers for failing a mandate (no idea why it was him; i assume it's linked to his former job, although i'm really not sure), and now he's whacked (literally) a peasant, with no skills (he was just hauling wood!) - instantly killing him. i want him dead! :|  --[[User:DJ Devil|DJ Devil]] 13:17, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;standard&amp;quot; method for dealing with misbehaving nobles is to turn their room into a drowning chamber, or to throw them into a 20z pit.  If you're in a hurry, you can always just lock him in his room until he dies of starvation or thirst. There's plenty of other, more imaginative ways though.  --[[User:LegacyCWAL|LegacyCWAL]] 15:29, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::will he be replaced, though? i dont want another one showing up with the next wave x]  nor do i want my mayor to take up the position :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I think he will.  Of course, you don't have to let ''him'' live either.  And your mayor won't do any noble's job except his own. --[[User:LegacyCWAL|LegacyCWAL]] 12:13, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::he's been safely disposed of, and his weapon is being used by one of the n00bs sparring in the barracks :]  he's not been replaced so far, but if one comes during the next wave of immigrants, he'll get the same treatment. let's hope he brings with him another steel axe; it's in short supply on my map :x  --[[User:DJ Devil|DJ Devil]]&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Millstone&amp;diff=26745</id>
		<title>40d Talk:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Millstone&amp;diff=26745"/>
		<updated>2009-02-27T22:30:31Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no key for this workshop design template. I don't know what is what. [[User:Schm0|Schm0]] 22:54, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Can one millstone handle multiple jobs at once?  If so, how many?  Do I need to build multiple millstones to grind up my dimple cup farm's large output?&lt;br /&gt;
* With the mill plants task on repeat, I've always been limited by bag production and not capacity of the millstone.  However I normally build two just because I can power that from one windmill. [[User:Coelocanth|Coelocanth]] 11:14, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==z-level (-1)==&lt;br /&gt;
Isn't the whole z-level (-1) unnecessary? [[User:Vaevictus|Vae]] 07:49, 27 November 2007 (EST)&lt;br /&gt;
* yes [[User:Coelocanth|Coelocanth]] 11:14, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Unless you want to power multiple mills then the gear assembly is unnecessary too you could put the mill directly under the vertical axle/ windmill&lt;br /&gt;
* Are you sure?  The millstone showed as unpowered when I tried that [[User:Coelocanth|Coelocanth]] 12:44, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, putting the millstone directly underneath a windmill definitely works. (version 0.27.169.33d) I've updated the article accordingly. --[[User:Quuxplusone|Quuxplusone]] 01:40, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I added a note to the page to qualify:  If you build a millstone and then a windmill above it, your stone will not be powered!  You must build the windmill first and then the millstone. --[[User:Zwergner|Zwergner]] 00:10, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why is the room on -1 2x2? Doesn't it only have to be 2x1? --[[User:Mikaka|Mikaka]] 22:09, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vs. Quern ==&lt;br /&gt;
&lt;br /&gt;
Is a Millstone better than a Quern? --[[User:Mitchy|Mitchy]] 13:06, 22 July 2008 (EDT)&lt;br /&gt;
:It has to. It uses 10 power for a reason. --[[User:Someone-else|Someone-else]] 21:43, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, it is significantly faster. [[User:RomeoFalling|RomeoFalling]] 15:59, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==template &amp;quot;power&amp;quot; section==&lt;br /&gt;
Millstone workshop template probably should have a &amp;quot;Power&amp;quot; section, similar to [[gear]]. --[[User:Qwip|Qwip]] 16:07, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Power transmission==&lt;br /&gt;
I was wondering whether millstones can transmit power to adjacent machine components so I did a couple of experiments and it turns out they can. Gear assemblies, horizontal axles and other millstones placed next to a powered millstone are also powered (I didn't try vertical axles). --[[User:Paradigmlost|Paradigmlost]] 17:30, 27 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14309</id>
		<title>40d:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14309"/>
		<updated>2009-02-14T16:41:27Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 500&lt;br /&gt;
* [[Armor|Block]]% 500&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is by far the most rare and valuable [[metal]] in the game. It can only be found in mountainous areas, and only in small amounts. Care should be taken if it is found, since digging down several levels through it will lead you to the [[demon]] pits. After you reach the [[Glowing pits|pits]], a horde of demons will eventually be loosed on your fortress. These demons are very powerful and can wipe out even a mature, heavily defended fortress.&lt;br /&gt;
&lt;br /&gt;
Discovery of adamantine will also bring the attention of the [[King]], who will immigrate to your fortress once news of your discovery reaches him. If you have not otherwise met the criteria for attracting the King, he will arrive &amp;quot;disguised as a peasant.&amp;quot; His requirements appears to be the same in any case, so be prepared!&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
To start in a location which has adamantine (and the accompanying demon pits), you must start on a mountain tile ({{Raw Tile|∆|#FFFFFF|#000000}},{{Raw Tile|∆|#808080|#000000}},{{Raw Tile|▲|#FFFFFF|#000000}},{{Raw Tile|▲|#C0C0C0|#000000}},{{Raw Tile|▲|#808080|#000000}},{{Raw Tile|▲|#00FFFF|#000000}},{{Raw Tile|^|#FFFFFF|#000000}},{{Raw Tile|^|#808080|#000000}},{{Raw Tile|^|#00FFFF|#000000}}) or volcano tile ({{Raw Tile|^|#FF0000|#000000}}) in the Region map. The adamantine and pits will be located somewhere within the Local map of that region. It is more likely to be found on a Local map square which also shows as mountain. The adamantine will occupy only one Local square, though the demon pits may extend beyond it. &lt;br /&gt;
&lt;br /&gt;
Deposits are not visible on the Region/World maps or the Local maps by default, but can be turned visible by setting SHOW_EMBARK_OTHER to ALWAYS in init.txt, in which case they appear as {{tile|£|#0FF}} on the local embark map.&lt;br /&gt;
&lt;br /&gt;
==Veining==&lt;br /&gt;
Curiously, adamantine veins tend to span z-levels more than the xy planes.  Finding a short section of adamantine only 2x1 or 3x1, dig up or down a z-level and you'll probably find another short section.&lt;br /&gt;
To view examples of this phenomenon, check out the [http://mkv25.net/dfma/poi-2837-addyveinstotallyz-spanning DFMA Point of Interest] and [http://mkv25.net/dfma/movie-290-z-leveladamantinevein a movie] recording the layout of a vein.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. The process is extremely slow for an unskilled laborer. Adamantine strands are worth 1800☼ each, while the raw adamantine is worth 750.&lt;br /&gt;
&lt;br /&gt;
Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at any [[smelter]]. Adamantine wafers are worth 1500☼ each - curiously, less than the strands they are smelted from. Adamantine wafers are treated much like [[bar]]s of other metal, and can be forged into a variety of useful items. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a [[loom]]. Adamantine strands may be dyed, but if they are melted into wafers the they will return to their normal color and value.&lt;br /&gt;
&lt;br /&gt;
Forging things out of adamantine requires a number of wafers equal to item's MATERIAL_SIZE. This is usually about three times as many as are needed for constructions with bars of other metals, since one metal bar counts for 3 MATERIAL_SIZE. For instance, plate mail has [MATERIAL_SIZE:9] and normally requires three metal bars to forge; adamantine plate mail requires nine adamantine wafers. Helm has [MATERIAL_SIZE:2] and normally requires one metal bar to forge; adamantine helm requires two adamantine wafers.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Adamantine is so valuable that a special message pops up when you discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Raw adamantine may also be processed into [[stone]] goods in the same way as other economic stone.  In its raw form, it has a [[Item value|value multiplier]] of x250 (as opposed to adamantine metal, which is x300).  Raw adamantine blocks are worth 1250☼.&lt;br /&gt;
&lt;br /&gt;
Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron. [[Weapon]]s and [[armor]] made from adamantine are 5 times stronger than equivalent [[iron]] objects.&lt;br /&gt;
&lt;br /&gt;
Adamantine is one of the few [[magma-safe]] materials. Raw adamantine is the only [[stone]], aside from [[bauxite]], that can be used to make magma-safe [[mechanism]]s. (To do this, you must lift the [[economic stone|restrictions]] on its use via the Stone submenu of the [[status]] screen.)  Mechanisms can also be made from a single{{verify}} adamantine wafer at a [[forge]] or [[magma forge]], under &amp;quot;trap components&amp;quot; -- this cannot be done with any other metal.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Raw Adamantine is stored in stone stockpiles with &amp;quot;Raw Adamantine&amp;quot; enabled in that stockpile's 'other stone' category. &lt;br /&gt;
&lt;br /&gt;
However once strands are extracted, they are stored in a cloth pile.  It is unfortunately impossible to directly segregate adamantine from plant fiber and silk cloth, because all cloth apparently counts as non-plant/animal products as far as the game is concerned, and adamantine does not appear as a thread/cloth type in the cloth custom stockpile menu. To create a stockpile for adamantine strands designate a cloth stockpile set to accept no types of thread or cloth and tell this stockpile to take from all other cloth stockpiles.&lt;br /&gt;
&lt;br /&gt;
Wafers are stored in bar/block piles with adamantine enabled. All other goods can be stored in any stockpile with the adamantine metal enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29081</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29081"/>
		<updated>2009-02-12T15:46:48Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tameable? ==&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Disappointment ==&lt;br /&gt;
&lt;br /&gt;
I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tiny? ==&lt;br /&gt;
&lt;br /&gt;
Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Burning items ...  ==&lt;br /&gt;
&lt;br /&gt;
IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
&lt;br /&gt;
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
&lt;br /&gt;
== They're [FANCIFUL]...? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
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== After being tamed ==&lt;br /&gt;
&lt;br /&gt;
Will the defend themselves if they get attacked? I would love burning the bloody goblins who go after my dwarf families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
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== Spawning Injured? ==&lt;br /&gt;
&lt;br /&gt;
I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
&lt;br /&gt;
It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
&lt;br /&gt;
:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
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:::I've even seen this happen with civ leaders, I recently had a goblin elite marksman with his whole left leg gone siege me, he of course never advanced because he was always unconscious, but somehow he escaped two times. On the third time I finally got the sucker because he came in right beside my castle. -[[User:Jebraltix|Jebraltix]] 16:46, 18 January 2009 (CST)&lt;br /&gt;
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== Dragon Footprints ==&lt;br /&gt;
&lt;br /&gt;
From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Krinkle posted:'''&lt;br /&gt;
&lt;br /&gt;
holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
&lt;br /&gt;
''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
&lt;br /&gt;
I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
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== Trapped! ==&lt;br /&gt;
&lt;br /&gt;
I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
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== Bugged Dragon? ==&lt;br /&gt;
&lt;br /&gt;
I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
:Depends on random factors, I suppose.  When a dragon went after the chained horse surrounded by stonefall traps I keep outside, it was already nauseous by the time my military arrived to finish the job.  It can't have gone through more than three traps, more likely two.  I don't think I'll d trapfields again, they're just too appallingly effective. --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
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::Given how early this dragon showed up, did you check to see if you had a cave on the map?  The dragon probably lives there and came out to investigate who was disturbing his land.  There at least used to be a bug that native creatures (start on the map) know where all the traps are - not sure if its still true. --[[User:Squirrelloid|Squirrelloid]] 19:22, 18 January 2009 (EST)&lt;br /&gt;
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== Dragonfire too weak? ==&lt;br /&gt;
&lt;br /&gt;
Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
&lt;br /&gt;
I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;br /&gt;
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== Still Relevant? ==&lt;br /&gt;
Those parts about training not working on murderous dragons, and especially about fire being inexplicably deadly, sound vaguely 2D.  Can anyone confirm the training issue still exists?  --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
:The training quirk is a problem with all tamed animals, not just dragons.  [[Fire]] is still outrageously deadly because the dwarven AI doesn't correctly understand being on fire, or why they should not touch things that are on fire.  So yes, this is all still relevant. --[[User:ThunderClaw|ThunderClaw]] 11:05, 14 January 2009 (EST)&lt;br /&gt;
The section could still do with a rewrite, though, considering that all dragons are named and not just those that have killed dwarves --[[User:Pushy|Pushy]] 10:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire and fortifications ==&lt;br /&gt;
Question: Will a breath dragonfire go through fortifications? Will it be blocked, or will the dragon be able to 'shoot' through it like marksmen? --[[User:Kami|Kami]] 05:03, 10 February 2009 (EST)&lt;br /&gt;
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== Dungeon Master ==&lt;br /&gt;
I noticed when I tamed a captured dragon that the actual task of taming was performed by a normal animal trainer and not by my Dungeon Master. My Dungeon Master was alive and well at the time but is it possible that megabeast taming doesn't require one after all? --[[User:Paradigmlost|Paradigmlost]] 10:46, 12 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29161</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29161"/>
		<updated>2009-02-12T00:24:10Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: /* wounded but not resting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
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Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
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:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
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same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
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:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
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== Priority of [[health care]] task ==&lt;br /&gt;
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I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
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== Brown Wounds ==&lt;br /&gt;
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my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
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:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
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== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
&lt;br /&gt;
If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
&lt;br /&gt;
can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
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I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
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I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
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== Broken brain? ==&lt;br /&gt;
&lt;br /&gt;
I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
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:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
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== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
&lt;br /&gt;
==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
&lt;br /&gt;
:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
&lt;br /&gt;
:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Down, but not Out ==&lt;br /&gt;
&lt;br /&gt;
Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31393</id>
		<title>40d Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31393"/>
		<updated>2009-02-10T11:51:46Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: /* Thoughts on Demons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
&lt;br /&gt;
If anyone has tried other defenses against Demons and they either failed or they worked then please add it to the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Demons ==&lt;br /&gt;
&lt;br /&gt;
(from the raws) It seems that all demons can swim... except for spirits of fire (the only ones without lungs, heart, brain exc)... i see spirits of fire as the most dangerous for this reason... perhaps water puts them out?  tentacal and frog demons seem a bit less of a threat, due to their lack of fire breath.  Also, none of the Demons are fireImmune_super... which means dragonbreath hurts them... so... demons vs dragons anyone?--[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
:I agree on spirits of fire being the most dangerous. From my experience with them they are quite vulnerable to crossbow bolts (killed a total of 16 exclusively this way). As giant cave spiders don't even try to shoot web trough fortifications I think that fortifications and marksdwarves are the way to deal with the demons. Melee champions in steel are way superior to any demons but the problem is that they are very vulnerable to fire (&amp;quot;bug 000001&amp;quot; in reported bugs) and are frequently not able to get close (even worse if there is at least 1 z-level up as spirits of fire WILL fly up). Piling spirits of fire with lots of wardogs or anything else is useless due to their firebreath attack. Don't even try to counter demons with less then 6-8 elite marksdwarves or 50-60 novice ones or an extremely long 1 tile wide corridor with a masterpiece ballista + 2 legendary siege operators + a ballista arrows stockpile. Crushing them with bridges could also work if you don't consider it a cheat and are sure that the demons won't have time to destroy the bridges as IMHO they will actively try to.--[[User:Another|Another]] 15:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have a backup from a fort which has an unbreached pit and a tame dragon. My original plan was to use the dragon as part of my demon defence but when I didn't find the pit for a while I assumed I didn't have one so moved the dragon elsewhere. When I eventually did find the pit I was able to fight off the demons (frog demons, thankfully) with my champions and only lost a few children who were hanging around the mine when I opened the pit. I'm going to reload that backup now and pit dragon vs demon in a contest of strength. --[[User:Paradigmlost|Paradigmlost]] 06:35, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Results: The dragon managed to take down about 6 frog demons with a combination of dragonbreath and brute strength but was eventually overcome and strangled to death (can demons strangle? he bled to death from a mangled throat which to me indicated strangling). I imagine that had I used the dragon first time round he would have been a dwarf-burning liability. --[[User:Paradigmlost|Paradigmlost]] 06:51, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible defences? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
when i breach my pit, (eventually) i hope to be able to A: seal it off quickly without losing too much admantine. B if that fails, have a large &amp;quot;dwarven toliet&amp;quot; (a artificial river with a large water fall...)  if i am lucky, the water will be fast enough to sweep even the non-spirits of fire down the waterfall... where they will hopefully go *splat*. IF that fails... i plan to have a LOONG corridor, with fortifications on either side, and leet archers behind the fortifications and at the end of the tunnel, seige weapons, and spear masters hidden behind blind spots. and if that fails, hopefully by then i will have sealed my mines off from the main fortress.  --[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Spoiler warning? ==&lt;br /&gt;
We should probably have a spoiler warning for this page, especially for the picture of the pits. --[[User:Valdemar|Valdemar]] 10:05, 1 January 2008 (EST)&lt;br /&gt;
:Agreed and added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Upright spear repeating traps ==&lt;br /&gt;
I assume these work and are effective, I was wondering if this was considered too cheap to use or was known to be ineffectual (maybe they destroy them before they walk into them, as they are buildings). &lt;br /&gt;
&lt;br /&gt;
This is my first demon attack since df-23a, and I've been preparing multiple types of active defense in different layers, (ballistas on z-8, spears on z-7, pit with fortifications and 18 elite/champion marks-dwarves on z-5/6/4 [with 3 open z-levels to see how they deal with spirits of fire], 7 mace dwarves and 7 sword-dwarves with 62 war dogs for lulz if they get to z-3 and re-walling at z-2) so it'll be a learning experience. My last successful demon defense hinged on a drawbridge...wasn't as fun as this should be.&lt;br /&gt;
&lt;br /&gt;
The spoiler is there for the eerily glowing pits, so I think once more people post success/defeats on the demon page, or specific demon information, such as the different types and abilities, the spoiler should be here as well.&lt;br /&gt;
:Spoiler Warning added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps==&lt;br /&gt;
has any one caught a demon in a cage trap? if you could catch them that would be the easest way to deal with them. --[[Rock n rat]]&lt;br /&gt;
: I'm afraid demons are immune to cage, weapon, and stone-fall traps, although they will trigger pressure plates and the like. --[[User:Shadow archmagi|Shadow archmagi]] 14:00, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Little Brother ==&lt;br /&gt;
I have added my favorite anti-demon tactic; massed archers on a single tile, to the wiki. It works reliably for me. --[[User:Shadow archmagi|Shadow archmagi]] 14:00, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ruling Demons ==&lt;br /&gt;
&lt;br /&gt;
Anyone know what makes demons rule goblins? Hardcoded, maybe? --[[User:Squeegy|Squeegy]] 21:42, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's the goblin entity's [RELIGION:ANY_APPROPRIATE_POWER] tag in conjunction with the demon creature entry's [POWER] tag. Nothing else has either of those, and when I gave the former to another entity, they had demon rulers, too. --[[User:Navian|Navian]] 13:04, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demons Spawning outside of Pits ==&lt;br /&gt;
&lt;br /&gt;
So, I found the 'Strange Chamber' awhile ago, and quickly sealed it off before any demons spawned on me.  However, I just got a &amp;quot;Horrors...&amp;quot; message and have a demon breathing fire at my poor strand extractor.  There's still no breach into the pits through which it could have escaped.  Do demons spawn in excavated areas on maps with the Pits feature? --[[User:Squirrelloid|Squirrelloid]] 10:12, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You weren't fast enough in sealing it off. --[[User:GreyMario|GreyMaria]] 13:58, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::You are not omniscient. Creatures can hide from you. --[[User:Savok|Savok]] 22:55, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::First of all, the miner that breached the pits sealed it himself, immediately.  I'd believe monsters can hide from me, I can't believe they could move *though* the dwarf (putting a floor over a down staircase) while he was sealing it and remain unnoticed.&lt;br /&gt;
&lt;br /&gt;
:::Second, I breached the pits *years* ago.  Like 4 or 5.  I've been actively mining and extracting strands in the area that entire time.  I find it hard to believe that the demon stayed hidden that long in a high-activity area.&lt;br /&gt;
&lt;br /&gt;
:::I have confirmed the pits are sealed, and I know the miner who breached it immediately picked up a stone and sealed it because I turned off all his other labors, enabled masonry, and built a floor with the piece of material sitting on it, and watched him do it.&lt;br /&gt;
&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 04:01, 4 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31392</id>
		<title>40d Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31392"/>
		<updated>2009-02-10T11:35:28Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: /* Thoughts on Demons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
&lt;br /&gt;
If anyone has tried other defenses against Demons and they either failed or they worked then please add it to the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Demons ==&lt;br /&gt;
&lt;br /&gt;
(from the raws) It seems that all demons can swim... except for spirits of fire (the only ones without lungs, heart, brain exc)... i see spirits of fire as the most dangerous for this reason... perhaps water puts them out?  tentacal and frog demons seem a bit less of a threat, due to their lack of fire breath.  Also, none of the Demons are fireImmune_super... which means dragonbreath hurts them... so... demons vs dragons anyone?--[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
:I agree on spirits of fire being the most dangerous. From my experience with them they are quite vulnerable to crossbow bolts (killed a total of 16 exclusively this way). As giant cave spiders don't even try to shoot web trough fortifications I think that fortifications and marksdwarves are the way to deal with the demons. Melee champions in steel are way superior to any demons but the problem is that they are very vulnerable to fire (&amp;quot;bug 000001&amp;quot; in reported bugs) and are frequently not able to get close (even worse if there is at least 1 z-level up as spirits of fire WILL fly up). Piling spirits of fire with lots of wardogs or anything else is useless due to their firebreath attack. Don't even try to counter demons with less then 6-8 elite marksdwarves or 50-60 novice ones or an extremely long 1 tile wide corridor with a masterpiece ballista + 2 legendary siege operators + a ballista arrows stockpile. Crushing them with bridges could also work if you don't consider it a cheat and are sure that the demons won't have time to destroy the bridges as IMHO they will actively try to.--[[User:Another|Another]] 15:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have a backup from a fort which has an unbreached pit and a tame dragon. My original plan was to use the dragon as part of my demon defence but when I didn't find the pit for a while I assumed I didn't have one so moved the dragon elsewhere. When I eventually did find the pit I was able to fight off the demons (frog demons, thankfully) with my champions and only lost a few children who were hanging around the mine when I opened the pit. I'm going to reload that backup now and pit dragon vs demon in a contest of strength. --[[User:Paradigmlost|Paradigmlost]] 06:35, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible defences? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
when i breach my pit, (eventually) i hope to be able to A: seal it off quickly without losing too much admantine. B if that fails, have a large &amp;quot;dwarven toliet&amp;quot; (a artificial river with a large water fall...)  if i am lucky, the water will be fast enough to sweep even the non-spirits of fire down the waterfall... where they will hopefully go *splat*. IF that fails... i plan to have a LOONG corridor, with fortifications on either side, and leet archers behind the fortifications and at the end of the tunnel, seige weapons, and spear masters hidden behind blind spots. and if that fails, hopefully by then i will have sealed my mines off from the main fortress.  --[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Spoiler warning? ==&lt;br /&gt;
We should probably have a spoiler warning for this page, especially for the picture of the pits. --[[User:Valdemar|Valdemar]] 10:05, 1 January 2008 (EST)&lt;br /&gt;
:Agreed and added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Upright spear repeating traps ==&lt;br /&gt;
I assume these work and are effective, I was wondering if this was considered too cheap to use or was known to be ineffectual (maybe they destroy them before they walk into them, as they are buildings). &lt;br /&gt;
&lt;br /&gt;
This is my first demon attack since df-23a, and I've been preparing multiple types of active defense in different layers, (ballistas on z-8, spears on z-7, pit with fortifications and 18 elite/champion marks-dwarves on z-5/6/4 [with 3 open z-levels to see how they deal with spirits of fire], 7 mace dwarves and 7 sword-dwarves with 62 war dogs for lulz if they get to z-3 and re-walling at z-2) so it'll be a learning experience. My last successful demon defense hinged on a drawbridge...wasn't as fun as this should be.&lt;br /&gt;
&lt;br /&gt;
The spoiler is there for the eerily glowing pits, so I think once more people post success/defeats on the demon page, or specific demon information, such as the different types and abilities, the spoiler should be here as well.&lt;br /&gt;
:Spoiler Warning added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps==&lt;br /&gt;
has any one caught a demon in a cage trap? if you could catch them that would be the easest way to deal with them. --[[Rock n rat]]&lt;br /&gt;
: I'm afraid demons are immune to cage, weapon, and stone-fall traps, although they will trigger pressure plates and the like. --[[User:Shadow archmagi|Shadow archmagi]] 14:00, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Little Brother ==&lt;br /&gt;
I have added my favorite anti-demon tactic; massed archers on a single tile, to the wiki. It works reliably for me. --[[User:Shadow archmagi|Shadow archmagi]] 14:00, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ruling Demons ==&lt;br /&gt;
&lt;br /&gt;
Anyone know what makes demons rule goblins? Hardcoded, maybe? --[[User:Squeegy|Squeegy]] 21:42, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's the goblin entity's [RELIGION:ANY_APPROPRIATE_POWER] tag in conjunction with the demon creature entry's [POWER] tag. Nothing else has either of those, and when I gave the former to another entity, they had demon rulers, too. --[[User:Navian|Navian]] 13:04, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demons Spawning outside of Pits ==&lt;br /&gt;
&lt;br /&gt;
So, I found the 'Strange Chamber' awhile ago, and quickly sealed it off before any demons spawned on me.  However, I just got a &amp;quot;Horrors...&amp;quot; message and have a demon breathing fire at my poor strand extractor.  There's still no breach into the pits through which it could have escaped.  Do demons spawn in excavated areas on maps with the Pits feature? --[[User:Squirrelloid|Squirrelloid]] 10:12, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You weren't fast enough in sealing it off. --[[User:GreyMario|GreyMaria]] 13:58, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::You are not omniscient. Creatures can hide from you. --[[User:Savok|Savok]] 22:55, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::First of all, the miner that breached the pits sealed it himself, immediately.  I'd believe monsters can hide from me, I can't believe they could move *though* the dwarf (putting a floor over a down staircase) while he was sealing it and remain unnoticed.&lt;br /&gt;
&lt;br /&gt;
:::Second, I breached the pits *years* ago.  Like 4 or 5.  I've been actively mining and extracting strands in the area that entire time.  I find it hard to believe that the demon stayed hidden that long in a high-activity area.&lt;br /&gt;
&lt;br /&gt;
:::I have confirmed the pits are sealed, and I know the miner who breached it immediately picked up a stone and sealed it because I turned off all his other labors, enabled masonry, and built a floor with the piece of material sitting on it, and watched him do it.&lt;br /&gt;
&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 04:01, 4 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9841</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9841"/>
		<updated>2009-02-09T15:52:31Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters 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 [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&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 mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it 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.&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.&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 gain a legendary 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;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&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 200.  It is unknown whether mined-out rock counts as an &amp;quot;item created&amp;quot;, or whether bolts and units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  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 there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is 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.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&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;
* ''Withdraws from society...''&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.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&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.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&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]]. The dwarf will then ''murder'' the nearest dwarf, 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]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an 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;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&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 dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&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;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace Operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Siege operator]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&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 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) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftsdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]{{Verify}}&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&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.  If the moody dwarf remains idle, then the necessary materials are not available.  [[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 about 2 seconds mean multiple pieces of that material will be required. 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; 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 a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required, &amp;lt;!-- (verified by Mephansteras 9/30/2008) --&amp;gt;such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&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{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&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;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&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)&lt;br /&gt;
| plant fiber 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;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); Weavers, an article of clothing; Tanners, a leather armor or object. 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 crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat. Artifact weapons in weapon traps can also boost a room's value considerably, as in the case of trap components weapons.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but 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.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed, or unpowered after claiming) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5265</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5265"/>
		<updated>2009-02-09T11:15:35Z</updated>

		<summary type="html">&lt;p&gt;Paradigmlost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
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:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
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Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
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It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
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Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
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One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
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Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
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==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
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Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
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List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
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Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
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Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
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I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
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I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
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Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
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I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
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:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
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I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
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:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
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i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)&lt;br /&gt;
::: Actually, artifact equipment can be used, it just requires a &amp;quot;hero&amp;quot; level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)&lt;br /&gt;
:Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST)&lt;br /&gt;
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== Tanner fixed ==&lt;br /&gt;
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I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
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:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
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== Cooks ==&lt;br /&gt;
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I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
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mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
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== Soapers etc. ==&lt;br /&gt;
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It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
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: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
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== Not all demands need to be met ==&lt;br /&gt;
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I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
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I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
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I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
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== Furnace Operator ==&lt;br /&gt;
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Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)&lt;br /&gt;
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::Back when furnace operator was moodable, they'd turn out metal crafts.  But taking over a mason's workshop is surprising.  Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce?  And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)&lt;br /&gt;
:::He went crazy looking for some kind of rough gem, so we'll never know.  It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever.  I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though.  I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)&lt;br /&gt;
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== Chunk Butchery? ==&lt;br /&gt;
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Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
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:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
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== What Workshop? ==&lt;br /&gt;
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Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
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:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)&lt;br /&gt;
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)&lt;br /&gt;
::Ditto.  A glassmaker got possessed and refused to use my magma glass furnace.  I had to build a regular one. --[[User:Schwern|Schwern]] 19:33, 27 December 2008 (EST)&lt;br /&gt;
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:::Ah.  In older versions, they'd insist on a magma workshop, when possible.  Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)&lt;br /&gt;
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== Possessed Child ==&lt;br /&gt;
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I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.&lt;br /&gt;
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Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)&lt;br /&gt;
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::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)&lt;br /&gt;
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::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)&lt;br /&gt;
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== Getting More Strange Moods ==&lt;br /&gt;
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According to the article, the number of artifacts is limited by &amp;quot;The number of items created divided by 200.&amp;quot;  This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods.  Does that sound accurate?&lt;br /&gt;
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It also states that the number of revealed subterranean tiles is a limit.  Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?&lt;br /&gt;
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Also, does anyone know whether the division rounds up or down?  [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)&lt;br /&gt;
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:I'd be willing to bet all stacks count as only one &amp;quot;item&amp;quot; for this kind of calculation.  200 sounds like a paltry number, however.  If rocks are counted as items, most fortresses have thousands of them in just a few years.  The other number is what is most significant (I wonder where the heck it comes from?)  I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones.  Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact.  I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)&lt;br /&gt;
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::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items.  Also, &amp;quot;revealed tiles&amp;quot; is ambiguous.  For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out.  Do you suppose that seeing whats inside is enough?&lt;br /&gt;
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::Where do you think these numbers came from anyway?  I'm gonna take a look through the edit history and try to track them down.  [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)&lt;br /&gt;
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:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;diff=25038&amp;amp;oldid=24936 this edit].  They're so specific I've got to think the author did some poking around with a disassembler.  Again, though, 200 is such a paltry number.  If underground &amp;quot;open space&amp;quot; counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles.  If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)&lt;br /&gt;
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::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made.  He seemed fairly certain that all you had to do to &amp;quot;reveal&amp;quot; a tile was to have a passable square next to it, so I edited the article to reflect that.  He did not, however, know anything about how bolts or stones would affect things.  Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition.  I'm not sure if he's a very active user though.&lt;br /&gt;
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::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only &amp;quot;dabbling&amp;quot; in a single strange mood skill to gain maximum benefit from the moods.  Any ideas for fortress strategies that will go well with this?  [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)&lt;br /&gt;
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:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]].  What he says about &amp;quot;reveal&amp;quot; is correct, as far as I know.  I still wonder about &amp;quot;open space&amp;quot; tiles.  If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.&lt;br /&gt;
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:::::I've done the dabbling strategy in the past.  It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc.  It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)&lt;br /&gt;
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== Two missing labors ==&lt;br /&gt;
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Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category.  I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong.  [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)&lt;br /&gt;
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:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it.  It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)&lt;br /&gt;
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:Confirmed that strand extractor doesnt have an associated strange mood. My strand extractor/fish cleaner/grower entered a strange mood and became a legendary bone carver. --[[User:Paradigmlost|Paradigmlost]] 06:15, 9 February 2009 (EST)&lt;br /&gt;
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== Order of stuff ==&lt;br /&gt;
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I'm wondering if dwarves always claim items in a certain order.  For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood.  So are types ALWAYS in a certain order?  My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell.  Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants).  This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.&amp;lt;/s&amp;gt; It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)&lt;br /&gt;
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::fail.  Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick.  I saw:  Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell.  If anyone sees bones before wood or something, that means there's no guaranteed order.  But no harm done.  :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)&lt;br /&gt;
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:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.&lt;br /&gt;
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:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)&lt;br /&gt;
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::::Ah!  So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying &amp;quot;This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image&amp;quot;?  That makes a ton of sense, and answers my question.  Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)&lt;br /&gt;
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:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)&lt;br /&gt;
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== Fell Mood Demands ==&lt;br /&gt;
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It looks like when a brooding dwarf sits in the tanner's shop and says he needs &amp;quot;Things...&amp;quot; what he's looking for is vermin remains.  Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)&lt;br /&gt;
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== Confusing macabre mood ==&lt;br /&gt;
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My mayor just entered one, while 'quite content', claimed a smelter, waited for a bit, until the parts appeared (the vermin must have died). He then created a roach rock chitin bracelet, and gained the carpenter skill. Am I missing something here? Smelter, rock and carpenter don't seem to mix well... Note: The only skills were proficient cook and fish cleaner, with some dabbling and noice social.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
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:Carpenter?  Or wood crafter?  Claiming a smelter isn't out of the question: they sometimes grab a random workshop and turn it into the one they want (is it still a smelter?).  And what is roach rock?  Give the actual description of the artifact.--[[User:Maximus|Maximus]] 19:14, 6 December 2008 (EST)&lt;br /&gt;
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::Carpenter. It's still a smelter, yes.  &amp;quot;This is a large roach chitin bracelet. All craftsdwaftship is of the highest quality. It is encircled with bands of large roach  chitin and dwarf bone. This object menaces with spikes of rat leather.&amp;quot;--[[User:Finbeer|Finbeer]] 15:32, 7 December 2008 (EST)&lt;br /&gt;
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:::Hmm.  Post that one on the forums, find out if it's an actual bug.  Does sound pretty nonstandard.--[[User:Maximus|Maximus]] 22:50, 7 December 2008 (EST)&lt;br /&gt;
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::::  :-D Pretty sure that a roach is an actual bug. -[[User:Fuzzy|Fuzzy]] 09:00, 8 December 2008 (EST)&lt;br /&gt;
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:::::D'oh.--[[User:Maximus|Maximus]] 22:56, 8 December 2008 (EST)&lt;br /&gt;
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::::::I did have two very close together, but I am certain that neither had any carpenter skill, and the smelter was claimed.&lt;br /&gt;
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: I've just had a similar occurance.  Immediately after a goblin ambush (that killed 5 of my soldiers and caused major unhappiness in many dwarves), one dwarf that had lost a friend but was just &amp;quot;content&amp;quot; clained a tanner's workshop, grabbed a rhesus macque chunk, and made a rather boring rhesus macaque leather amulet (no embelishments apart from rhesus macaque leather bands).  It did have quite an impressive name though - Gethustongos Nelas Luror, &amp;quot;Harshtainted the Flicker of Cruelties&amp;quot;.  The dwarf herself became a Legendary Weaponsmith, despite having no weaponsmithing skill! (Her highest skill was unlabled armoring). [[User:Iapetus|Iapetus]] 19:47, 10 January 2009 (EST)&lt;br /&gt;
::I imagine the requirement for a macabre/fell mood is having a thought psychology of less than 0 (being 'unhappy'). &amp;quot;Quite Content&amp;quot; shows up until -25, and then 'fine' is -26 to -50, so either of these diagnoses would theoretically qualify for a fell/macabre mood. --[[User:ThunderClaw|ThunderClaw]] 12:05, 14 January 2009 (EST)&lt;br /&gt;
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== Rough Gems ==&lt;br /&gt;
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EVERY Fey Mood that has happened for the last 3 years has required Rough Gems!  Argh!  Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it.  I do not have Rough Gems.  You cannot buy Rough Gems.  My fortress will die slowly and painfully without Rough Gems.  Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems?  Can it be made good enough with a mod?  --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST)&lt;br /&gt;
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:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)&lt;br /&gt;
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::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called &amp;quot;legendary&amp;quot; dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST)&lt;br /&gt;
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:Regarding &amp;quot;why isn't raw green glass good enough when they want rough gems&amp;quot; -- it is good enough.  I've had fey dwarves grab raw green glass a half-dozen times.  I think it's more likely that all the raw green glass in your fortress was TASKED, and therefore unavailable to the fey dwarf. --[[User:ThunderClaw|ThunderClaw]] 12:16, 12 January 2009 (EST)&lt;br /&gt;
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==Trapper?==&lt;br /&gt;
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)&lt;br /&gt;
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==Craftdwarf's Workshop==&lt;br /&gt;
I just had a lye maker take over a metalsmith's forge and turn out a bracelet; now he's a legendary metalcrafter.  I think that &amp;quot;Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop...&amp;quot; might be too constrictive, and that such dwarves could seize any craftdwarf-related workshop (including forges and carpenter's shops), not just a craftdwarf's workshop.  Anyone else observed this behavior? --[[User:Wingus|Wingus]] 09:55, 22 December 2008 (EST)&lt;br /&gt;
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:You're certain that the dwarf in question had no experience in any other tasks? --[[User:N9103|Edward]] 11:19, 22 December 2008 (EST)&lt;br /&gt;
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:Yes, the lyemaker had no other (non-social) skills.  He was a recent immigrant I was using as a hauler. --[[User:Wingus|Wingus]] 11:35, 22 December 2008 (EST)&lt;br /&gt;
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::There have been quite a few anomalous moods that we haven't documented properly yet.--[[User:Maximus|Maximus]] 14:34, 22 December 2008 (EST)&lt;br /&gt;
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Figure this falls here.  Had a Potash Maker refuse every shop I built, I had thought I had a craft shop.  Turns out it was forbidden, I reclaimed it and he claimed it for his mood.  I think this is verified.--[[User:Draco18s|Draco18s]] 15:18, 3 January 2009 (EST)&lt;br /&gt;
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== Time limit of a mood. ==&lt;br /&gt;
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Do we have a fix on the exact time the player has to satisfy a mood before the dwarf goes insane?  Any clue on whether it's fixed or variable?&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)&lt;br /&gt;
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST)&lt;br /&gt;
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== Injured with Mood? ==&lt;br /&gt;
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I recently had a recruit break his arm in sparring, you know... dwarf stuff, anyways he went into a strange mood and now hes magically up out of bed and walking around to the workshop. Will this work too if the dwarf has a broken leg? EDIT: The dwarf just fell on the ground unconcsious... This could be a big problem&lt;/div&gt;</summary>
		<author><name>Paradigmlost</name></author>
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