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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-21T23:22:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bismuthinite&amp;diff=178239</id>
		<title>v0.34:Bismuthinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bismuthinite&amp;diff=178239"/>
		<updated>2012-10-15T13:22:51Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: only ore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional|22:14, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bismuthinite''' is the only [[ore]] of [[bismuth]], which is used to create [[bismuth bronze]]. It is generally found in small clusters, and is quite rare in comparison to other [[ore]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Native_gold&amp;diff=178238</id>
		<title>v0.34:Native gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Native_gold&amp;diff=178238"/>
		<updated>2012-10-15T13:22:16Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: The only ore; wikilink ore instead of double quotes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional|22:42, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Native gold''' is the only [[ore]] of [[gold]], a precious [[metal]]. Native gold veins may be good sites for a [[room]], since mining the vein still leaves a valuable gold floor, especially if the floor is then smoothed and engraved.&lt;br /&gt;
&lt;br /&gt;
When mined, hunks of native gold are called ''gold nuggets''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Block&amp;diff=178204</id>
		<title>v0.34:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Block&amp;diff=178204"/>
		<updated>2012-10-14T13:43:53Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Undo revision 178203 by 202.124.88.48 (talk) Metal, not ore. Verified that this information is correct. Adding note about ore specifically.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:59, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For area blocks of 48x48 tiles on a game map, see [[Region]].''&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see [[Armor]].''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''block''' is a type of building material. [[Stone]] and [[wood]] can be shaped into blocks at a [[mason's workshop]] or [[carpenter's workshop]].  [[Glass]] can be formed as blocks at a [[glass furnace]], [[ceramic]] blocks (labeled as &amp;quot;bricks&amp;quot;) can be made at a [[kiln]], and [[metal]] blocks can be made at a [[forge]] from a single metal [[bar]] (or, in the case of [[adamantine]], from '''four''' wafers).  Blocks do not have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
A single block is required in order to build a [[well]], [[screw pump]], or [[ashery]]. Blocks can also be used in place of raw stone or wood in [[road]]s, [[bridge]]s, [[workshop]]s and [[construction]]s (but not in items like [[craft]]s or [[furniture]]).  Stone blocks are sometimes used as materials during [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
==Blocks vs. rocks==&lt;br /&gt;
&lt;br /&gt;
The clearest distinction between building a [[building]] using a [[stone|boulder]] and building a building using a stone block is that more buildings can be built of blocks, as each stone produces four blocks. Metal ores will still produce multiple stone blocks if cut in a mason's workshop. Additionally, blocks are [[weight|lighter]] than boulders and will probably also reduce hauling time. Note that the one stone to four blocks rule does not apply to [[wood]], [[glass]], or [[metal]] blocks. Bricks also don't follow the one stone to four block rule.&lt;br /&gt;
&lt;br /&gt;
Building a bridge out of blocks instead of rocks cuts the building time by two thirds, independent of clearing and hauling time.  This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks.&lt;br /&gt;
&lt;br /&gt;
Blocks, unlike raw stone or wood, can stack in [[bin]]s in bar/block [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Blocks [[weight|weigh]] less than the material they're made from, being anywhere from 1/28 to 1/31 of the original weight.&lt;br /&gt;
&lt;br /&gt;
Blocks are more valuable than rocks.  Blocks have a [[Value#Items with material but without quality|base value]] of 5, compared to the raw material value of 3 for stone, wood or glass.  Metal bars already have a base value of 5.&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s, [[support|pillars]], [[road]]s, and [[construction]]s built from rocks are called &amp;quot;rough&amp;quot; while the same built from blocks are not given that adjective.&lt;br /&gt;
&lt;br /&gt;
Blocks of [[flux]] '''cannot''' be used for making [[pig iron]] or [[steel]], nor can blocks of [[ore]] be [[smelter|smelted]] into metal.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=178129</id>
		<title>v0.34:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=178129"/>
		<updated>2012-10-10T03:13:37Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Material */ fix italics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|13:30, 26 July 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes and capes tend to cover the throat. &lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armour slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. This may change when movement and attack speeds are separated, but for the moment a recruit in full steel armour is slow to both move and react in combat.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf hit by a weapon would invariably suffer damage, well-armored dwarves have a good chance of blunting the damage or bouncing it off altogether, reducing major strikes to mere bruises and grave wounds to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless also functions in that sense, often blocking weak attacks (and rendering a clothed dwarf a better fighter than a naked one).&lt;br /&gt;
&lt;br /&gt;
A clothed dwarf takes little more than a few seconds to die to a [[goblin]] [[ambush]]. One clad in a full set of exceptional steel armor, meanwhile, can expunge a goblin squad of most of its ammo and a half a minute of its time before finally dying. Dwarves armed only with weapons might be a sufficient response to thieves and local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorsmith]], and should be used by a serious military.&lt;br /&gt;
&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;true&amp;quot; suit of armor consists of the following pieces, one cell from each column.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Torso&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Head&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Hands + wrists&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Upper + Middle legs&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Feet/Lower legs&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Shield|Shields]] (block attacks)&lt;br /&gt;
|-&lt;br /&gt;
|Mail Shirt (upper body + upper arms) &lt;br /&gt;
'''and/or''' Breastplate (upper body)&lt;br /&gt;
|Helms&lt;br /&gt;
|Gauntlets &lt;br /&gt;
|Greaves, made of plate&lt;br /&gt;
|High boots (feet + lower legs)&lt;br /&gt;
|Shield&lt;br /&gt;
|-&lt;br /&gt;
|Leather armor (upper body)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Leggings, made of chain&lt;br /&gt;
|Low boots (feet)&lt;br /&gt;
|Buckler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first row is the more effective choice, while the second row is an alternative offering less protection.&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf reflects an attack with their armor ([[reports|report]]ed as &amp;quot;the attack was deflected by his/her &amp;lt;armor&amp;gt;&amp;quot;), they will receive 30 [[experience]]. The skill can trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piecing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are surprisingly good at penetrating armor.  Copper whips will shatter skulls through steel helmets, and copper bolts will tear through steel breastplates as if they weren't there.  Metal plate mail provides no protection against metal bolts, although it can deflect wood and bone.  Chain mail provides modest protection.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! colspan=5|Metal armor comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor, and has slightly better material properties than iron, but also weighs more.&lt;br /&gt;
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored but more expensive to produce and with the same material definitions. If you have access to bismuth and want to put it to use, you can save some tin this way.&lt;br /&gt;
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]], and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but has a less complicated smelting process.&lt;br /&gt;
* [[Steel]] is the best non-candy armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract attention, but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armour will considerably slow down a raw recruit of average strength, as show briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2012:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. However, artifacts can be made of totally inappropriate materials, and the spectacularly low defensive values of a [[rainbow trout]] [[bone]] mail shirt vastly outweigh any bonuses it gets. This can be problematic when your [[militia commander]] drops everything to retrieve himself his new piece of candy. Nonetheless, artifact-quality weapons-grade armor are very strong defensively.&lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to [[wear]], and the fact that only non-clothing garments increase the armor user skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. It is important to understand that dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and capes will cover the throat and provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one. The number of adamantine wafers or stacks of cloth required to create armor is equal to the material size.&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces a pair of gloves, gauntlets or mittens -- one right-handed and one left-handed.  The items from a single job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses (sockmail)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces one pair of footwear.  Unlike gloves, footwear items are interchangeable (they are not right- or left-footed).  The two items from a single crafting job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Armor, Over, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[40d:dungeon master|dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) means you can put on a mask (20,10) or two head veils (10,100).  Either of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on ones upper body plus a helm and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each sucessive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Armor (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Legs'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gloves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Gloves (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boots'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
There are three tags that govern how far coverage reaches.&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and throat.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty with just two problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
* Faces can't be covered by head armor.&lt;br /&gt;
* Throats cannot be protected by metal armor (except adamantine cloth).&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Density&amp;diff=178077</id>
		<title>v0.34:Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Density&amp;diff=178077"/>
		<updated>2012-10-07T14:41:11Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Fix red link. All the pewters seem to have the same density, with or without lead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:25, 8 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Density''' is a [[material]] property that, along with the volume of the object, affects the [[weight]] of an object made from the [[material]].&lt;br /&gt;
&lt;br /&gt;
Tests show that weight affects how much damage blunt-force [[weapon|weapons]] do, of which density is a large factor of. Additionally, lightweight edged weapons or attacking parts made of certain materials seem to have difficulty piercing tissue layers.&lt;br /&gt;
&lt;br /&gt;
== Density of some materials ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Density&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Feather tree]]||Wood||100||Least dense wood&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Candlenut]]||Wood||140||Second least dense wood&lt;br /&gt;
|-&lt;br /&gt;
|[[Adamantine]]||Metal||200||Least dense metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Raw adamantine]]||Stone||200||Least dense stone&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[wood]]||Wood||500&lt;br /&gt;
|-&lt;br /&gt;
||[[Bone]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Silk]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Yarn]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Cedar]]||Wood||570&lt;br /&gt;
|-&lt;br /&gt;
|[[Glumprong]]||Wood||1200||Second most dense wood&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood thorn]]||Wood||1250||Densest wood&lt;br /&gt;
|-&lt;br /&gt;
|[[Lignite]]||Stone||1250&lt;br /&gt;
|-&lt;br /&gt;
|[[Jet]]||Stone||1320||Least dense non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthenware]]||Ceramic||1360&lt;br /&gt;
|-&lt;br /&gt;
|[[Plant fiber|Plant cloth]]||Organics||1520&lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneware]]||Ceramic||2000&lt;br /&gt;
|-&lt;br /&gt;
|[[Saltpeter]]||Stone||2105&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]] relatives||Stone||2300&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]]||Stone||2320&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcelain]]||Ceramic||2403&lt;br /&gt;
|-&lt;br /&gt;
|[[Glass]]||Gem||2600&lt;br /&gt;
|-&lt;br /&gt;
|(General) [[stone]]||Stone||2670&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[gem]]||Gem||2670&lt;br /&gt;
|-&lt;br /&gt;
|[[Aluminum]]||Metal||2700||Least dense &amp;quot;normal&amp;quot; metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Limestone]]||Stone||2710&lt;br /&gt;
|-&lt;br /&gt;
|[[Marble]]||Stone||2780&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolomite]]||Stone||2850&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcite]]||Stone||2930&lt;br /&gt;
|-&lt;br /&gt;
|[[Gem|Diamond]] (any)||Gem||3520&lt;br /&gt;
|-&lt;br /&gt;
|[[Cobaltite]]||Stone||6295&lt;br /&gt;
|-&lt;br /&gt;
|[[Lay pewter]]||Metal||7280&lt;br /&gt;
|-&lt;br /&gt;
|[[Pitchblende]]||Stone||7600&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron]]||Metal||7850&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel]]||Metal||7850&lt;br /&gt;
|-&lt;br /&gt;
|[[Cinnabar]]||Stone||8100||Densest non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Bronze]]||Metal||8250&lt;br /&gt;
|-&lt;br /&gt;
|[[Copper]]||Metal||8930&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver]]||Metal||10490&lt;br /&gt;
|-&lt;br /&gt;
|[[Lead]]||Metal||11340&lt;br /&gt;
|-&lt;br /&gt;
|[[Gold]]||Metal||19320&lt;br /&gt;
|-&lt;br /&gt;
|[[Platinum]]||Metal||21400||Densest metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Native platinum]]||Stone||21400&lt;br /&gt;
|-&lt;br /&gt;
|[[Slade]]||Stone||200000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Density&amp;diff=178064</id>
		<title>v0.34:Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Density&amp;diff=178064"/>
		<updated>2012-10-06T20:21:53Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Explicitly mentioning jet as being the lightest non-economic stone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:25, 8 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Density''' is a [[material]] property that, along with the volume of the object, affects the [[weight]] of an object made from the [[material]].&lt;br /&gt;
&lt;br /&gt;
Tests show that weight affects how much damage blunt-force [[weapon|weapons]] do, of which density is a large factor of. Additionally, lightweight edged weapons or attacking parts made of certain materials seem to have difficulty piercing tissue layers.&lt;br /&gt;
&lt;br /&gt;
== Density of some materials ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Density&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Feather tree]]||Wood||100||Least dense wood&lt;br /&gt;
|-	   &lt;br /&gt;
|[[Candlenut]]||Wood||140||Second least dense wood&lt;br /&gt;
|-&lt;br /&gt;
|[[Adamantine]]||Metal||200||Least dense metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Raw adamantine]]||Stone||200&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[wood]]||Wood||500&lt;br /&gt;
|-&lt;br /&gt;
||[[Bone]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Silk]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Yarn]]||Organics||500&lt;br /&gt;
|-&lt;br /&gt;
|[[Cedar]]||Wood||570&lt;br /&gt;
|-&lt;br /&gt;
|[[Glumprong]]||Wood||1200||Second most dense wood&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood thorn]]||Wood||1250||Densest wood&lt;br /&gt;
|-&lt;br /&gt;
|[[Lignite]]||Stone||1250&lt;br /&gt;
|-&lt;br /&gt;
|[[Jet]]||Stone||1320||Least dense non-economic stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Earthenware]]||Ceramic||1360&lt;br /&gt;
|-&lt;br /&gt;
|[[Plant fiber|Plant cloth]]||Organics||1520&lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneware]]||Ceramic||2000&lt;br /&gt;
|-&lt;br /&gt;
|[[Saltpeter]]||Stone||2105&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]] relatives||Stone||2300&lt;br /&gt;
|-&lt;br /&gt;
|[[Gypsum]]||Stone||2320&lt;br /&gt;
|-&lt;br /&gt;
|[[Porcelain]]||Ceramic||2403&lt;br /&gt;
|-&lt;br /&gt;
|[[Glass]]||Gem||2600&lt;br /&gt;
|-&lt;br /&gt;
|(General) [[stone]]||Stone||2670&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[gem]]||Gem||2670&lt;br /&gt;
|-&lt;br /&gt;
|[[Aluminum]]||Metal||2700||Least dense &amp;quot;normal&amp;quot; metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Limestone]]||Stone||2710&lt;br /&gt;
|-&lt;br /&gt;
|[[Marble]]||Stone||2780&lt;br /&gt;
|-&lt;br /&gt;
|[[Dolomite]]||Stone||2850&lt;br /&gt;
|-&lt;br /&gt;
|[[Calcite]]||Stone||2930&lt;br /&gt;
|-&lt;br /&gt;
|[[Gem|Diamond]] (any)||Gem||3520&lt;br /&gt;
|-&lt;br /&gt;
|[[Cobaltite]]||Stone||6295&lt;br /&gt;
|-&lt;br /&gt;
|[[Lay Pewter]]||Metal||7280&lt;br /&gt;
|-&lt;br /&gt;
|[[Pitchblende]]||Stone||7600||Densest &amp;quot;normal&amp;quot; stone&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron]]||Metal||7850&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel]]||Metal||7850&lt;br /&gt;
|-&lt;br /&gt;
|[[Cinnabar]]||Stone||8100&lt;br /&gt;
|-&lt;br /&gt;
|[[Bronze]]||Metal||8250&lt;br /&gt;
|-&lt;br /&gt;
|[[Copper]]||Metal||8930&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver]]||Metal||10490&lt;br /&gt;
|-&lt;br /&gt;
|[[Lead]]||Metal||11340&lt;br /&gt;
|-&lt;br /&gt;
|[[Gold]]||Metal||19320&lt;br /&gt;
|-&lt;br /&gt;
|[[Platinum]]||Metal||21400||Densest metal&lt;br /&gt;
|-&lt;br /&gt;
|[[Native platinum]]||Stone||21400&lt;br /&gt;
|-&lt;br /&gt;
|[[Slade]]||Stone||200000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Legendary_artifact&amp;diff=177869</id>
		<title>v0.34 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Legendary_artifact&amp;diff=177869"/>
		<updated>2012-09-23T18:55:50Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Created page with &amp;quot;:Sometimes dwarves will grow particularly attached to weapons and armor, and if they become attached enough, they will name their armor/weapons. Dwarves are not the only ones tha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Sometimes dwarves will grow particularly attached to weapons and armor, and if they become attached enough, they will name their armor/weapons.&lt;br /&gt;
Dwarves are not the only ones that can name items, nor is it restricted to actual weapons. [http://i.imgur.com/fftV2.png a named bucket] and [http://i.imgur.com/ozJ3S.png a named shoe], both wielded by demons that have been terrorizing the wildlife and invading goblins for about two years now. There was no announcement like when a dwarf names his weapon, but they both appear in blue on the artifacts list. I doubt armor can be named (and have never seen it myself), as the naming seems to stem largely from the item's kill list, and normally armor doesn't score kills. -- [[User:Qazmlpok|Qazmlpok]] 18:55, 23 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ice&amp;diff=175730</id>
		<title>v0.34 Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ice&amp;diff=175730"/>
		<updated>2012-07-23T12:33:21Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ice cannot be used to craft ==&lt;br /&gt;
&lt;br /&gt;
That certainly seems to be the case. You get the &amp;quot;No non-economic hard stone available&amp;quot; if you try to craft stone and nothing but ice is available. Same for masons trying to make doors, etc. Ice isn't listed as an economic stone, so you can't change that setting in the status screen either.  Accordingly I'm removing the 'verify' tag. [[User:Ptb ptb|Ptb ptb]] 12:18, 23 July 2012 (UTC)&lt;br /&gt;
:I believe the reason you can't use it is because ice isn't considered hard, not that it's economic. -- [[User:Qazmlpok|Qazmlpok]] 12:33, 23 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=175023</id>
		<title>v0.34:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=175023"/>
		<updated>2012-07-09T14:06:34Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Infinite Adamantine / Metals */ You can't produce infinite adamantine by just melting down leggings, since adamantine uses more bars in the first place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[Main:cheating|cheating]]' because exploits occur within the game as written and do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Main:Dwarf Fortress|Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
&lt;br /&gt;
A [[drawbridge]], when rapidly triggered on and off, can be used to obliterate some creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a [[Manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]].  The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of them, or used to destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
By designating a garbage pit zone instead of a [[stockpile]], you may store an infinite number of objects in a single tile by dumping them, then reclaiming them when you want to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your legendary [[miner]]s leave.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back you moved to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Undump ===&lt;br /&gt;
&lt;br /&gt;
If your stockpiles keep filling up (usually furniture, ammo, refuse and food), [http://www.bay12forums.com/smf/index.php?PHPSESSID=f125b2383d9b29a408343464221912a1&amp;amp;topic=92208.msg2577018#msg2577018 this] forum post introduced an automatic quantum stockpile design, that promises to do to stockpile space management what danger rooms do to military training.&lt;br /&gt;
&lt;br /&gt;
Setup:&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
Issues with this design:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump won't be of much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. See the page for [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
== Perpetual Motion ==&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] requires 10 power to move water;  a [[water wheel]] supplies 100 power if it's got water moving it.  Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available.  See [[Water wheel#Perpetual motion]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the Shield-wall ==&lt;br /&gt;
&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw the barrel/bag in for free ==&lt;br /&gt;
&lt;br /&gt;
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]].  You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel.  Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s.  Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite Adamantine / Metals ==&lt;br /&gt;
&lt;br /&gt;
Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a clever setup with marksdwarves to seperate the stacks of adamantine bolts into single bolts. See http://www.bay12forums.com/smf/index.php?topic=51423.0&lt;br /&gt;
&lt;br /&gt;
This method is now obsolete with the new ability to split stacks when a trader arrives.  You smelt a stack of coins, then trade it to a caravan.  You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars.  One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return.  The process is discussed in greater detail, both with and without use of macros here: http://www.bay12forums.com/smf/index.php?topic=111680.0  While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker.  Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Giant cave spider]]''&lt;br /&gt;
A silk farm can serve as a safe and endless source of expensive web from giant cave spiders. Its essence is a room with a goblin-soldier, separated from a giant cave spider with fortifications. The spider will attempt to kill the goblin, and now and then shoots his infinite web, which flies through the fortifications. Dwarves can collect the cobwebs and sell it, or create expensive clothes and yarn.&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=173641</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=173641"/>
		<updated>2012-06-24T02:59:21Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: They do get tired, but not drowsy.&lt;/p&gt;
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&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
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'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[god]]s. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a [[deity]] will curse a worshiper who smites their temple or otherwise offending them, cursing them with either vampirism or [[werebeast|lycanthropy]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breath (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. There is currently a bug where [[insane]] vampires can die of hunger or thirst, even though they couldn't under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and their great physical capacities means that most vampires live for hundreds or even thousands of years. Thus all but the newest vampires are vastly more [[skill]]ed and more experienced then their peers, spurred on by the countless lives detailed on their [[kill list]]s. They usually live amongst their peers, and are very good at protecting their identities from discovery. These two facts combined mean that vampires are naturally good candidates for leadership, and thus vamperic [[monarch]]s are a not uncommon sight atop [[civilization]]s, which tend not to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive, subtle, and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit their population limit, and some may see two or more. Vampires arrive in disguise, masquerading as another dwarf and hiding their true names and kill lists until they are discovered. Vamps act as do any other dwarves, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting as expected of them. They can be [[military|drafted]], assigned to [[burrow]]s, be given or claim [[room]]s, and possess items.&lt;br /&gt;
&lt;br /&gt;
The exception is that their [[On break|breaks]] tend to be for sinister purposes, often seeing them help themselves to the blood of the unwary to sustain their unnatural existence. Vampires will from time to time drink the blood of dwarves that they catch sleeping, whomever they can get their &amp;lt;strike&amp;gt;hands upon&amp;lt;/strike&amp;gt; fangs into. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. Vampires routinely lie about their past so as to avoid identification by others, going so far as to adopt a false name when entering a new fortress.&lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s, [[ambush]]es, [[outpost liaison]]s, or [[thief|thieves]], but any of the rest of your dwarves can be. It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator. They were probably fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, should an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are the last indicator, although this might be the result of dwarven stupidity (ae. falling down a [[well]], walking off a [[waterfall]], etc.) as well. &lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
Once you discover you have a vampire, finding them becomes necessary, a practice complicated by their penchant for secrecy. Nonetheless, there are a number of good indicators of a vampire; and the more points they hit, the more likely they are, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military skill|military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more then your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not an automatic indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. Furthermore, vampires are always &amp;quot;dubious&amp;quot; worshipers of their deity, a fairly unusual trait in the average dwarf. In the case of older vampires, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some,&amp;quot; indicating that they have been sober of alcohol for a time.&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire, and happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (ae. Urist McBastard, Vampire Mayor on the [[unit list]]). The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism).&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name, and if you find a dwarf on your unit screen not in your labor listing, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot; To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire, and happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. In this case, it is advisable to take [[justice]] into one's own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable then most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
&lt;br /&gt;
This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will chose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness receive a 200 point bonus, then physical attributes will no longer gain or rust.&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly.You can also try to strangle your foes, he have no chance to die and instantly pass out.For this, free one of your hand, wrestle, catch your target's throat with your free hand, then wrestle again, place a choke-hold, then strangle him/her/it.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in the Fortress mode, they still suffer from [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]], which slows them down. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=173618</id>
		<title>v0.34 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=173618"/>
		<updated>2012-06-23T12:42:50Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Environments effects on sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;humans camped at map edge for me too so i'll remove the verify tag&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 18:18, 4 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments effects on sieges ==&lt;br /&gt;
&lt;br /&gt;
Can anybody verify whether or not the length of a siege is effected by things like temperature or natural resources surrounding your fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 22:33, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
update on what i've found. I'm in a freezing biome, very close to the north pole. I've reached 160 dwarves but i've only received snatchers from the gobbos. I'm not sure if this is because of the temperature or some other factor. I'm assuming it's not because of the civilizations nearby because i have recieved the snatchers. If i see any new developments i will report. any extra information is appreciated --[[User:Dissimulation|Dissimulation]] 04:06, 23 June 2012 (UTC)&lt;br /&gt;
:I've embarked in glaciers and had full sieges. It definitely doesn't outright prevent them, although the distance from other civilizations might help reduce them. -- [[User:Qazmlpok|Qazmlpok]] 12:42, 23 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=173481</id>
		<title>v0.34:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=173481"/>
		<updated>2012-06-17T23:12:40Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Logistics */ Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|04:05, 6 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
'''Crossbows''' are the only native ranged [[weapon]] available to dwarves (although one can also acquire blowguns and bows through trading or looting of failed [[siege]]s). While more difficult to set up than melee weapons, crossbows have the distinct advantage of allowing dwarves to fight at range, often killing enemies before they can enter melee distance. They are thus an excellent support weapon, especially if you have already filled out your &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; melee squad(s).&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Crossbows can be made from a variety of materials, be they [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a dedicated [[bowyer's workshop]] using the [[bowyer]] skill, whereas metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill. Crossbows fire [[bolt]]s, which can be made in [[stack]]s of 25 (for wood and metal) or 5 (for bones) of the same materials; wooden and bone bolts are made at a [[craftsdwarf's workshop]], and metal bolts are made at a metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
== Ranged combat ==&lt;br /&gt;
Crossbows fire [[bolt]]s as their [[ammunition]], and will engage targets up to 20 tiles away, including firing down z-levels. Fired bolts may miss the target and fly a bit further than intended, potentially striking another foe or even a friendly soldier on the other side. &lt;br /&gt;
&lt;br /&gt;
The material that the crossbows are made of are irrelevant to ranged combat, where the [[quality]] of the craftsmanship and [[skill]] of the marksdwarf determine accuracy, and the quality and material of the [[bolt]]s themselves (metal being better then bone being better than wood) determines damage. If you are confident your melee soldiers can keep your marksdwarves safe from melee engagements and have a skilled [[bowyer]], then easily-produced, high-quality wooden or bone crossbows are excellent equipment for your marksdwarves.&lt;br /&gt;
&lt;br /&gt;
As can be expected, targets that are stationary are much easier to hit then those that are moving. Since marksdwarves can down targets at range, they do a much better job taking down fleeing thieves and goblin ambushes that your regular soldiers might not be able to catch.&lt;br /&gt;
&lt;br /&gt;
== Melee combat ==&lt;br /&gt;
Nonetheless, marksdwarves that are approached by enemies will engage in melee combat with them, using the butt of their crossbows like [[Hammerman|hammers]]. Because of this it is useful to [[cross-training|cross-train]] your dwarves with hammering skill, so that they will be better able to stand their ground in a fight, but a marksdwarf fighting a similarly armed and armored enemy with a melee weapon will usually lose either way.&lt;br /&gt;
&lt;br /&gt;
The denser the material, the more damage a crossbow butt-strike will do in melee combat. Metal, specifically copper with its SOLID_DENSITY of 8930, performs the best and wood the worst. This can actually be exploited when creating your [[fortress guard]]; equipping your soldiers with light wooden crossbows will reduce the severity of the [[Justice#Punishments|beatings]] they deliver while still allowing them to pincushion enemy soldiers with masterwork steel arrows.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
Crossbows require bolts to fire, otherwise they are tantamount to useless. Bolts are typically carried in [[Equipment#Quivers|quivers]], which can be made of leather via [[leatherworking]], or of cloth/silk, obtainable via [[caravan]].&lt;br /&gt;
&lt;br /&gt;
When fired, one of two things will happen: either the bolt will shatter on impact with the ground or the target, or it will stay whole and, when all's said and done, be retrievable. This is a bit difficult, however, as fired bolts are automatically [[forbidden]] by default; in the [[orders]] screen, under [F]orbid, you can change it so that fired ammunition is automatically claimed. Otherwise, the easiest way to reclaim spent ammunition is to go to them in the [[stocks]] screen and unforbid them.&lt;br /&gt;
&lt;br /&gt;
Military barracks for [[Soldier#Marksdwarves|marksdwarves]] require [[archery target]]s for training. Bolts will be a constant demand from a training marksdwarf squad; it is recommended to create a large stock of wooden bolts for training purposes, and reserve metal bolts for actual combat use.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[Ambusher|Hunters]] use crossbows when hunting; [[migrant]] hunters automatically arrive with a free crossbow and a small number of bolts, and hunters will automatically pick one up from your ammunition stockpile when they go hunting, as well as the necessary [[quiver]] and [[bolt]]s. Hunters have a special [[Military_interface#Ammunition|section]] in the military screen, from which you can modify their ammunition allotment. Disabling the hunting labor will cause them to drop their weapon and equipment at the nearest applicable stockpile, and is absolutely necessary if you have embarked in a particularly [[evil|fun]] location. Hunters usually give up on hunting if they run out of carried ammunition.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
* Crossbows can regularly pierce even adamantine armor with wooden bolts. Copper and other low-grade metals can do so virtually every time.{{bug|5516}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Crossbowman]]&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pet&amp;diff=173451</id>
		<title>v0.34:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pet&amp;diff=173451"/>
		<updated>2012-06-16T18:50:50Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Adopting */ dwarves -&amp;gt; animals.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:25, 16 June 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pets''' are [[creatures]] that have been adopted by your [[dwarves]]. All creatures that can be [[animal training|tamed]] can be made into pets; that is, all creatures that are both [[:Category:Humanoids|non-sapient]] and [[Evil|non-evil]]. Pets will follow their owners around, providing a companionship [[happiness]] bonus (based on the creature's pet value), being fed by their owners if they are [[grazer]]s, and, in many cases, protecting them from harm, either by actively attacking enemies or by acting as meat shields that allow their charges to scramble away to safety.&lt;br /&gt;
&lt;br /&gt;
== Adopting ==&lt;br /&gt;
Pets cannot be assigned; rather, dwarves will adopt them on an ad hoc basis. Dwarves that are idling near a wandering stray animal may chose to make them their pet, giving them a name, causing the animal to follow them around, and giving the owner a happy &amp;quot;got a pet&amp;quot; [[thought]]. The chances of this event happening are strongly influenced by your dwarves' personal preferences; while they will rarely go out of their way to adopt animals for themselves, every dwarf has a preference for a certain creature, and will go out of their way to get them as pets, often resulting in the fortress engraver being followed around by a family of [[cavy|cavies]].&lt;br /&gt;
&lt;br /&gt;
You can control what animals are up for adoption through the animal [[status]] screen, the first tab on the {{k|z}} menu. There you can toggle available/unavailable on each tame individual, freeing them up for adoption. Animals will never be adopted out of a [[cage]], and must be let out to roam for adoption to take place. Stray animals tend to accumulate at [[meeting area]]s, a good thing for foodless herbivores and carnivores, but a bad thing for [[Pasture#Grazing animals and pasture size|grazers]], causing them to starve to death in your [[dining room]] if you are not careful to assign them to a [[pasture]]. This, and the fact that owners will not specifically feed their pets, makes adoption of grazing animals significant more difficult. [[Cat]]s are notable for being an exception to the rule; they will assign ''themselves'' to dwarves, and cannot be made available or unavailable. Vermin pets will perch on their masters' shoulders, protecting them from those darned cats.&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Pets will provide a happiness bonus to their owner for the duration of their or their owner's lives. If the dwarf dies, the animal becomes a stray, and is available for adoption again. If the pet dies from anything besides old age, the owner will get a negative thought, made worse if the pet isn't given a proper [[burial]]. As long as a creature is somebody's pet, they cannot be butchered; this can lead to a [[catsplosion]] when there are several crazy old cat ladies in your fortress and you don't immediately butcher all the kittens.&lt;br /&gt;
&lt;br /&gt;
== Good pets ==&lt;br /&gt;
The value of a pet is based upon the species' internal pet value, a number in turn based on a number of factors: body size, exotic-ness, and intelligence being among them. It also helps if the animals in question aren't useful for anything else, although assigning pets to pastures to keep them in place works fine, allowing such thing as pet [[alligator]] [[egg production|egg farms]]. The best pets of all are [[cave dragon]]s and [[dragon]]s, if the world is old enough and/or you are lucky enough to cage some.&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=173276</id>
		<title>v0.34:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=173276"/>
		<updated>2012-06-13T23:52:16Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Archery */ ut -&amp;gt; but&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon.&lt;br /&gt;
&lt;br /&gt;
In Dwarf fortress this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Effects of skill gain===&lt;br /&gt;
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.&lt;br /&gt;
&lt;br /&gt;
==Usefulness in the military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engages in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535]  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Ammunition]]&lt;br /&gt;
*[[Military]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trap_design&amp;diff=172668</id>
		<title>v0.34 Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trap_design&amp;diff=172668"/>
		<updated>2012-06-03T15:24:27Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Fixing links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Flamethrower traps ==&lt;br /&gt;
The article recommends the use of [[fire man|fire men]], [[magma crab]]s, and [[fire imp]]s in trap design. From my experienced, hostile wild animals will not attack invading goblins. I think they will still attack forgotten beasts and other uninvited guests, but I usually find fire to be woefully inadequate when dealing with titans and FB. If wild animals definitely never attack invaders, I think that advice should be removed. -- [[User:Qazmlpok|Qazmlpok]] 15:23, 3 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trap_design&amp;diff=172667</id>
		<title>v0.34 Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trap_design&amp;diff=172667"/>
		<updated>2012-06-03T15:23:46Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Created page with &amp;quot;== Flamethrower traps == The article recommends the use of fire men, magma crabs, and fire imps in trap design. From my experienced, hostile wild animals will not att...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Flamethrower traps ==&lt;br /&gt;
The article recommends the use of [[fire men]], [[magma crabs]], and [[fire imps]] in trap design. From my experienced, hostile wild animals will not attack invading goblins. I think they will still attack forgotten beasts and other uninvited guests, but I usually find fire to be woefully inadequate when dealing with titans and FB. If wild animals definitely never attack invaders, I think that advice should be removed. -- [[User:Qazmlpok|Qazmlpok]] 15:23, 3 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Wear&amp;diff=172582</id>
		<title>v0.34 Talk:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Wear&amp;diff=172582"/>
		<updated>2012-06-02T02:28:41Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Created page with &amp;quot;== Rate == Has any experimentation been done to determine how fast clothes grow old? I have a huge number of xClothingx scattered all over my fort, so it seems to be pretty fast....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rate ==&lt;br /&gt;
Has any experimentation been done to determine how fast clothes grow old? I have a huge number of xClothingx scattered all over my fort, so it seems to be pretty fast. I really wish they would wait until it was at least XClothingX to toss it. -- [[User:Qazmlpok|Qazmlpok]] 02:28, 2 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&amp;diff=172501</id>
		<title>v0.34 Talk:Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&amp;diff=172501"/>
		<updated>2012-05-31T19:01:16Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe this page should be merged into the [[Fire|Fire]] page as a subsection, leaving only the appropriate redirect. Reasons are:&lt;br /&gt;
* This page is rather small, as there is not much to be said. Since Fire is not a huge article, merging would result in a single, medium-sized article with all relevant information in one place.&lt;br /&gt;
* The only bits of info it is lacking are already present in the Fire page, and adding more to this article would only increase the amount of redundant information.&lt;br /&gt;
* It would also help to keep the information consistent if both pages were a single one.&lt;br /&gt;
I'd make the merge right now, but it's a pretty big change and I'm quite green in this wiki; to prevent controversy and newbie-bashing, I'll leave this here, if this message receives no (negative) answer in a few days, I'll merge the pages.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Seikatsukan|Seikatsukan]] 22:26, 28 May 2012 (UTC)&lt;br /&gt;
: I like the fact you are asking, but in my opinion I'd say no, actually (just my 2 Dwarfbucks). There are specific requirements for &amp;quot;fire-safe&amp;quot; materials noted in-game, and I know that searching for the SPECIFIC in-game term has helped me many times. Fire and Fire-safe may seem integral but in fact the property of fire-safe is very useful to know, enough to warrant a separate page -- [[User:Kalon|Kalon]] 02:42, 29 May 2012 (UTC)&lt;br /&gt;
:: Good point; keeping separate pages, while resulting in redundant information, does help to find the information quicker than in a large page with a broader focus. Fair enough, I'll try and improve this page on it's own instead. Maybe a table of fire-safe materials like the one the magma-safe page has could be useful, and I want to try out how the always-cold Nether Cap wood interacts with fire and furnaces. --[[User:Seikatsukan|Seikatsukan]] 21:23, 30 May 2012 (UTC)&lt;br /&gt;
::: I've been able to burn nether cap logs in a wood furnace with no issues, so unless this was changed in 34, furnaces do not take fixed temperature into account. -- [[User:Qazmlpok|Qazmlpok]] 19:01, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Except for dragonfire, fire won't burn rock, metal, trees, unmined lignite or coal, constructions made from wood (wall, floor, etc).&amp;quot;   ... i think the crux of the issue is that this sentence from the fire page is missing here.&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Necromancer&amp;diff=172499</id>
		<title>v0.34 Talk:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Necromancer&amp;diff=172499"/>
		<updated>2012-05-31T17:22:24Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All my Fortress Mode edits are entirely from personal experience across approx. ten forts in three world gens. Can anyone verify? --[[User:Vietarmis|Vi Et Armis]] 15:17, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hiding necromancers? ==&lt;br /&gt;
&lt;br /&gt;
So randomly some corpses have started animating yet no necromancer is nearby it seems. I'm in a good region and have had no announcements except Urist McHauler cancels store barrel: Interrupted by Kea corpse.&lt;br /&gt;
Perhaps Necromancers can ambush?&lt;br /&gt;
&lt;br /&gt;
What else could cause undeath?&lt;br /&gt;
--[[User:Merreton|Merreton]] 02:16, 15 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=====I believe necromancers are capable of hiding and raising corpses while sneaking. Since you're in a good region that rules out the corpses raising themselves, and I don't think good regions produce mists or clouds, so there's no other answer.&lt;br /&gt;
&lt;br /&gt;
=====I can confirm this; my fortress faced an early siege which (apparently) consisted of only a single Elf Corpse.  The SIEGE indicator vanished when my military defeated the Elf, but things kept on animating.  Later on, I noticed lines in combat log showing that a Human necromancer had been hanging around (in hiding) after the end of the official Siege, and raising corpses.&lt;br /&gt;
:Yes, necromancers can hide. I've seen it with sieges, although not as separate ambushes. Even while hidden it still prints into the combat log ('the necromancer is fighting! the x corpse is fighting!') when they raise the dead, so it's easy to know if this is the cause, although that's probably a bug. -- [[User:Qazmlpok|Qazmlpok]] 17:22, 31 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Titan&amp;diff=172459</id>
		<title>v0.34 Talk:Titan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Titan&amp;diff=172459"/>
		<updated>2012-05-30T13:20:59Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know how to tell what materials a titan is made out of, and whether or not it is friendly to your civilization from within fortress mode? Also titans didn't start showing up for me in the current version until my population hit 180, and since then they've been back to back, six in a row now. --Leonassan&lt;br /&gt;
:You can see the material of a titan (or FB) by checking its description. It will say something like 'a huge &amp;lt;shape&amp;gt; composed of &amp;lt;material&amp;gt;'. If it instead says 'A massive &amp;lt;creature&amp;gt;' or similar (see the screenshot on [[Forgotten beast]]), then it is simply organic.  I've never heard of friendly titans; if they show up at your fortress they're always hostile. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 30 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=172361</id>
		<title>v0.31:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=172361"/>
		<updated>2012-05-27T20:17:37Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Undo revision 172358 by Schwern (talk) It's impossible in the real world but not in DF.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:58, 11 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
'''Cheating''' is altering the game to make Dwarf Fortress easier. This is distinctly different from [[Main:exploits|exploits]]. There are two main ways to alter the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires special tools).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Raw Editing=&lt;br /&gt;
&lt;br /&gt;
For making modifications to a newly generated world, edit the raw files located in the '''dwarffortress/raw/objects''' folder ''before'' generating the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder|saved game folder]] for that world.&lt;br /&gt;
&lt;br /&gt;
The most common use of editing raw files is to get free items, such as [[gem]]s, [[adamantine]], or [[flux]]. &lt;br /&gt;
&lt;br /&gt;
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, ''modifications'' to an existing entry in a raw file don't require a new world. Altering existing reactions or creatures is an example of this.&lt;br /&gt;
&lt;br /&gt;
However, when adding or deleting entries, you need to create a new world for the changes to take place, and when deleting, it can and probably will render your old world unplayable as attempting to play worlds generated before the deletion will cause an error. &lt;br /&gt;
&lt;br /&gt;
[[Main:Shaostoul%27s Guide|Shaostoul's Guide]] contains several cut &amp;amp; paste examples for editing raw files specifically for the purpose of cheating. &lt;br /&gt;
&lt;br /&gt;
==Creature Token Modifications==&lt;br /&gt;
Modifying creature files does not require the creation of a new world. You can modify the physical attributes of a creature, make animals tamable and trainable, make your dwarves into short little bearded terminators, and much more.&lt;br /&gt;
&lt;br /&gt;
===Instructions for use:===&lt;br /&gt;
# Open creature_standard.txt&lt;br /&gt;
# Find dwarven (or other creature) stats, which ought to resemble the sets below.&lt;br /&gt;
# Delete those stats and replace with the new set.&lt;br /&gt;
# Done.&lt;br /&gt;
&lt;br /&gt;
*[http://notepad-plus-plus.org/ Notepad++] is recommended for altering raw files on Windows.&lt;br /&gt;
&lt;br /&gt;
===Speedy Dwarves===&lt;br /&gt;
Getting bored with slow dwarves?&lt;br /&gt;
&lt;br /&gt;
Go into the creature_standard file and add the [SPEED:1] in somewhere in the top section of the entry.(or SPEED:0 if you're up to some psychedelic light speed traveling)&lt;br /&gt;
&lt;br /&gt;
This will make your dwarves do the majority of their actions '''''super''''' fast, including moving, digging and workshop actions.&lt;br /&gt;
&lt;br /&gt;
This may, ironically, lower FPS when a high population is present, but no more than what doing many actions at once would.&lt;br /&gt;
To avoid this, add [SPEED:3] instead.  Even [SPEED:100] is ridiculously fast.&lt;br /&gt;
(Warning, editing this in may cause the game to crash or freeze for a few seconds. {{Verify}}[This may be due to editting in the Raw but not the Save, or visa versa])&lt;br /&gt;
&lt;br /&gt;
===No Needs Dwarves===&lt;br /&gt;
&lt;br /&gt;
Not wanting to care for your dwarves? simply add [NO_EAT], [NO_SLEEP], and [NO_DRINK] to your dwarves' raws and never care for them again. (Warning when editing [NO_SLEEP], because sometimes dwarves will rest and just never wake up{{Verify}})&lt;br /&gt;
&lt;br /&gt;
As an added bonus, try adding [NOFEAR], [NOBREATHE], [NOSTUN], [NONAUSEA], [NOPAIN], [NO_DIZZINESS], [NO_FEVERS], and [NOEXERT] as well.&lt;br /&gt;
&lt;br /&gt;
(Warning, editing this may cause the game to crash.{{Verify}})&lt;br /&gt;
&lt;br /&gt;
Other potential problems include but are not limited to unhappiness due to never drinking any booze, and insane dwarves with no viable avenues for suicide; not that they can't be [[Unfortunate accident|assisted in such endeavors]].&lt;br /&gt;
&lt;br /&gt;
* Removing the [ALCOHOL_DEPENDENT] tag should alleviate the problem of unhappiness due to never drinking booze.&lt;br /&gt;
&lt;br /&gt;
===Pets for everyone===&lt;br /&gt;
Ever want Cave dragons, Giant cave spiders, or even Helmet snakes for pets?&amp;lt;br /&amp;gt;&lt;br /&gt;
Simply add [PET] and [COMMON_DOMESTIC] to the creature of your choice then generate a new world. Enjoy killing the local elephant population with your army of Giant cave spiders.&lt;br /&gt;
Also if you want them to not be caged, cut out their raw file and transfer it to the bottom part of the creature_domestic.txt file and change the [FANCIFUL] token into the [NATURAL] token&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note: Pets may be '''expensive'''. '' Which is why you set [PETVALUE:1]&lt;br /&gt;
&lt;br /&gt;
===Tinkering with the Dwarven Soul===&lt;br /&gt;
By messing with the soul of a dwarf, you can drastically increase attributes and learning rates.  Below are notes and a copy-paste section of text that you can use in the creature_standard.txt file, in which you replace the existing dwarf attributes.  Some of these tags ''must'' be placed in the section where castes are defined (ex: to speed learning rates, place the tags under the [CASTE:MALE] and [CASTE:FEMALE] tags) Using the Castes, it is very possible to specify what parts of your society get what (ex: adding a 'prodigy' caste of dwarves that learn 5 times faster than regular dwarves).  The most easily adjustable portion of the castes is with the Males and Females.&lt;br /&gt;
&lt;br /&gt;
ATT_RANGE dictates the level of effectiveness a being receives in an ability.  5,000 is the max.  Please note that the elves get &amp;quot;5,000&amp;quot; in the memory stat, for the entire range.  Humans get a default of 1,000, and presumably the same goes for any other creature that doesn't have a specified range.&lt;br /&gt;
&lt;br /&gt;
Below, the ATT_RATES tag basically determines how quickly you gain and lose an attribute.  The first value indicates cost.  The lower it is, the better.  The other values are for dictating the rate of decay, so keeping them at &amp;quot;NONE&amp;quot; basically nullifies that aspect.  Don't use &amp;quot;0&amp;quot; for the first value, it crashes the game.  Default for the first value is 500.  If there is no number, the default will be used.  I believe that you can use negative numbers, which further increases the gain of attributes, since the ceiling to the next attribute level is lowered by the negative percentage you use.&lt;br /&gt;
&lt;br /&gt;
ATT_RATES (Default is 500:2:3:2]&lt;br /&gt;
 * ATTRIBUTE Token&lt;br /&gt;
 * cost to improve     &lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
[PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others.  The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0:0:0:0:0:0:0]                       unattainable&lt;br /&gt;
&lt;br /&gt;
0:100:200:300:400:450:500]           ---&lt;br /&gt;
&lt;br /&gt;
0:400:600:750:800:900:1100]           --&lt;br /&gt;
&lt;br /&gt;
150:600:800:900:1000:1100:1500]        -&lt;br /&gt;
&lt;br /&gt;
450:950:1150:1250:1350:1550:2250]      +&lt;br /&gt;
&lt;br /&gt;
700:1200:1400:1500:1600:1800:2500]    ++&lt;br /&gt;
&lt;br /&gt;
1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
&lt;br /&gt;
5000:5000:5000:5000:5000:5000:5000]  max&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skill rates is a tag that grants you a % of skill improvement.  The first number is the percentage, while the last three slots indicate decay.  Skill rate increase is capped at 500%. Default is 100%, but creatures with Slow Learner tag will get half of that. &lt;br /&gt;
&lt;br /&gt;
SKILL_RATE (Default is 100:8:8:16]&lt;br /&gt;
 * % of improvement points you get&lt;br /&gt;
 * unused counter rate&lt;br /&gt;
 * rust counter rate&lt;br /&gt;
 * demotion counter rate&lt;br /&gt;
&lt;br /&gt;
Add this line under whichever castes you wish to receive the benefits.&lt;br /&gt;
&lt;br /&gt;
[SKILL_RATES:500:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
&lt;br /&gt;
The default value is 200% of a dwarf's median+starting stats.  This tag caps the amount of improvement to be had in an attribute. Below, I have cranked it up to 5,000%, hoping that it would let all dwarves achieve maximum attributes.&lt;br /&gt;
&lt;br /&gt;
ex&lt;br /&gt;
[PHYS_ATT_CAP_PERC:STRENGTH:5000]&lt;br /&gt;
[MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
      [SKILL_RATES:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [PHYS_ATT_RATES:STRENGTH:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:STRENGTH:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:TOUGHNESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:TOUGHNESS:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:AGILITY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:AGILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:AGILITY:5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_RANGE:ENDURANCE:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [PHYS_ATT_RATES:ENDURANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:ENDURANCE:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:RECUPERATION:1250:1500:1750:2000:2500:3000:5000]        +++       &lt;br /&gt;
      [PHYS_ATT_RATES:RECUPERATION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:RECUPERATION:5000]&lt;br /&gt;
      [PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [PHYS_ATT_RATES:DISEASE_RESISTANCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [PHYS_ATT_CAP_PERC:DISEASE_RESISTANCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]              +++             &lt;br /&gt;
      [MENT_ATT_RATES:FOCUS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:FOCUS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]        +++         &lt;br /&gt;
      [MENT_ATT_RATES:CREATIVITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:CREATIVITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:PATIENCE:1250:1500:1750:2000:2500:3000:5000]           +++     &lt;br /&gt;
      [MENT_ATT_RATES:PATIENCE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:PATIENCE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]           +++             &lt;br /&gt;
      [MENT_ATT_RATES:MEMORY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MEMORY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SPATIAL_SENSE:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:SPATIAL_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SPATIAL_SENSE:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:EMPATHY:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:EMPATHY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:EMPATHY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:MUSICALITY:1250:1500:1750:2000:2500:3000:5000]        +++&lt;br /&gt;
      [MENT_ATT_RATES:MUSICALITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:MUSICALITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:ANALYTICAL_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:ANALYTICAL_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
      [MENT_ATT_RATES:LINGUISTIC_ABILITY:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:LINGUISTIC_ABILITY:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:INTUITION:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:INTUITION:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:INTUITION:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]           +++&lt;br /&gt;
      [MENT_ATT_RATES:WILLPOWER:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:WILLPOWER:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:SOCIAL_AWARENESS:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:SOCIAL_AWARENESS:5000]&lt;br /&gt;
      [MENT_ATT_RANGE:KINESTHETIC_SENSE:1250:1500:1750:2000:2500:3000:5000]     +++&lt;br /&gt;
      [MENT_ATT_RATES:KINESTHETIC_SENSE:-5000:NONE:NONE:NONE]&lt;br /&gt;
      [MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:5000]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No More skill loss===&lt;br /&gt;
Are you tired of your dwarfs having red stats after a few years? If so, try adding this mod by [http://www.bay12forums.com/smf/index.php?topic=61016.0 LordSnow] to df_folder/data/save/region/raw/objects/creature_standard.txt in the &amp;quot;dwarf&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
Phys/Ment rate default: 500&lt;br /&gt;
   [PHYS_ATT_RATES:STRENGTH:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:AGILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:TOUGHNESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:ENDURANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:DISEASE_RESISTANCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [PHYS_ATT_RATES:RECUPERATION:50:NONE:NONE:NONE]&lt;br /&gt;
&lt;br /&gt;
   [MENT_ATT_RATES:ANALYTICAL_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:CREATIVITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:EMPATHY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:FOCUS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:INTUITION:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:KINESTHETIC_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:LINGUISTIC_ABILITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MUSICALITY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:PATIENCE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SOCIAL_AWARENESS:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:MEMORY:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:SPATIAL_SENSE:50:NONE:NONE:NONE]&lt;br /&gt;
   [MENT_ATT_RATES:WILLPOWER:50:NONE:NONE:NONE]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enemy race dies in a pink cloud===&lt;br /&gt;
Causes all creatures of a type to go *poof* in a little pink cloud. Put this under the creature you want to never appear again. Goodbye invasions! [[v0.31:Utilities#Runesmith|Runesmith]] can also remove species easily.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_MATERIAL:ALL]&lt;br /&gt;
      [BOILING_POINT:0]&lt;br /&gt;
      [STATE_COLOR:ALL:PINK]&lt;br /&gt;
      [STATE_NAME_ADJ:GAS:poof!]&lt;br /&gt;
&lt;br /&gt;
Warning: As with all cheats that involve the words &amp;quot;[BOILING_POINT:0]&amp;quot;, the mist created when the creature boils will be very cold. In fact, 0 DF degrees is many thousands of real-world degrees below absolute zero. Such cold temperatures will rapidly degrade weak items like cloth and leather, and may pose a danger to dwarves caught in the cloud without adequate cold weather clothing. You might have to experiment to find a temperature that will guarantee boiling without posing a danger to your dwarves.&lt;br /&gt;
&lt;br /&gt;
Note: You must add this text after all the material you want to boil is defined. To be safe, just place it at the very end.&lt;br /&gt;
&lt;br /&gt;
===All Skills Legendary===&lt;br /&gt;
Put this under Creature:Dwarf in creature_standard.txt&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
	[NATURAL_SKILL:MINING:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCUTTING:16]&lt;br /&gt;
	[NATURAL_SKILL:CARPENTRY:16]&lt;br /&gt;
	[NATURAL_SKILL:DETAILSTONE:16]&lt;br /&gt;
	[NATURAL_SKILL:MASONRY:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALTRAIN:16]&lt;br /&gt;
	[NATURAL_SKILL:ANIMALCARE:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:DISSECT_VERMIN:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSFISH:16]&lt;br /&gt;
	[NATURAL_SKILL:BUTCHER:16]&lt;br /&gt;
	[NATURAL_SKILL:TRAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:TANNER:16]&lt;br /&gt;
	[NATURAL_SKILL:WEAVING:16]&lt;br /&gt;
	[NATURAL_SKILL:BREWING:16]&lt;br /&gt;
	[NATURAL_SKILL:ALCHEMY:16]&lt;br /&gt;
	[NATURAL_SKILL:CLOTHESMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILLING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROCESSPLANTS:16]&lt;br /&gt;
	[NATURAL_SKILL:CHEESEMAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILK:16]&lt;br /&gt;
	[NATURAL_SKILL:COOK:16]&lt;br /&gt;
	[NATURAL_SKILL:PLANT:16]&lt;br /&gt;
	[NATURAL_SKILL:HERBALISM:16]&lt;br /&gt;
	[NATURAL_SKILL:FISH:16]&lt;br /&gt;
	[NATURAL_SKILL:SMELT:16]&lt;br /&gt;
	[NATURAL_SKILL:EXTRACT_STRAND:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:FORGE_FURNITURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CUTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:ENCRUSTGEM:16]&lt;br /&gt;
	[NATURAL_SKILL:WOODCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:STONECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:METALCRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:GLASSMAKER:16]&lt;br /&gt;
	[NATURAL_SKILL:LEATHERWORK:16]&lt;br /&gt;
	[NATURAL_SKILL:BONECARVE:16]&lt;br /&gt;
	[NATURAL_SKILL:AXE:16]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:16]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:16]&lt;br /&gt;
	[NATURAL_SKILL:MACE:16]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:16]&lt;br /&gt;
	[NATURAL_SKILL:CROSSBOW:16]&lt;br /&gt;
	[NATURAL_SKILL:SHIELD:16]&lt;br /&gt;
	[NATURAL_SKILL:ARMOR:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGECRAFT:16]&lt;br /&gt;
	[NATURAL_SKILL:SIEGEOPERATE:16]&lt;br /&gt;
	[NATURAL_SKILL:BOWYER:16]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:BOW:16]&lt;br /&gt;
	[NATURAL_SKILL:BLOWGUN:16]&lt;br /&gt;
	[NATURAL_SKILL:THROW:16]&lt;br /&gt;
	[NATURAL_SKILL:MECHANICS:16]&lt;br /&gt;
	[NATURAL_SKILL:MAGIC_NATURE:16]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:16]&lt;br /&gt;
	[NATURAL_SKILL:DESIGNBUILDING:16]&lt;br /&gt;
	[NATURAL_SKILL:DRESS_WOUNDS:16]&lt;br /&gt;
	[NATURAL_SKILL:DIAGNOSE:16]&lt;br /&gt;
	[NATURAL_SKILL:SURGERY:16]&lt;br /&gt;
	[NATURAL_SKILL:SET_BONE:16]&lt;br /&gt;
	[NATURAL_SKILL:SUTURE:16]&lt;br /&gt;
	[NATURAL_SKILL:CRUTCH_WALK:16]&lt;br /&gt;
	[NATURAL_SKILL:WOOD_BURNING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYE_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:SOAP_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTASH_MAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:DYER:16]&lt;br /&gt;
	[NATURAL_SKILL:OPERATE_PUMP:16]&lt;br /&gt;
	[NATURAL_SKILL:SWIMMING:16]&lt;br /&gt;
	[NATURAL_SKILL:PERSUASION:16]&lt;br /&gt;
	[NATURAL_SKILL:NEGOTIATION:16]&lt;br /&gt;
	[NATURAL_SKILL:JUDGING_INTENT:16]&lt;br /&gt;
	[NATURAL_SKILL:APPRAISAL:16]&lt;br /&gt;
	[NATURAL_SKILL:ORGANIZATION:16]&lt;br /&gt;
	[NATURAL_SKILL:RECORD_KEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:LYING:16]&lt;br /&gt;
	[NATURAL_SKILL:INTIMIDATION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONVERSATION:16]&lt;br /&gt;
	[NATURAL_SKILL:COMEDY:16]&lt;br /&gt;
	[NATURAL_SKILL:FLATTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:CONSOLE:16]&lt;br /&gt;
	[NATURAL_SKILL:PACIFY:16]&lt;br /&gt;
	[NATURAL_SKILL:TRACKING:16]&lt;br /&gt;
	[NATURAL_SKILL:KNOWLEDGE_ACQUISITION:16]&lt;br /&gt;
	[NATURAL_SKILL:CONCENTRATION:16]&lt;br /&gt;
	[NATURAL_SKILL:DISCIPLINE:16]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:16]&lt;br /&gt;
	[NATURAL_SKILL:WRITING:16]&lt;br /&gt;
	[NATURAL_SKILL:PROSE:16]&lt;br /&gt;
	[NATURAL_SKILL:POETRY:16]&lt;br /&gt;
	[NATURAL_SKILL:READING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPEAKING:16]&lt;br /&gt;
	[NATURAL_SKILL:COORDINATION:16]&lt;br /&gt;
	[NATURAL_SKILL:BALANCE:16]&lt;br /&gt;
	[NATURAL_SKILL:LEADERSHIP:16]&lt;br /&gt;
	[NATURAL_SKILL:TEACHING:16]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:16]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:16]&lt;br /&gt;
	[NATURAL_SKILL:BITE:16]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:16]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:16]&lt;br /&gt;
	[NATURAL_SKILL:MISC_WEAPON:16]&lt;br /&gt;
	[NATURAL_SKILL:KNAPPING:16]&lt;br /&gt;
	[NATURAL_SKILL:MILITARY_TACTICS:16]&lt;br /&gt;
	[NATURAL_SKILL:SHEARING:16]&lt;br /&gt;
	[NATURAL_SKILL:SPINNING:16]&lt;br /&gt;
	[NATURAL_SKILL:POTTERY:16]&lt;br /&gt;
	[NATURAL_SKILL:GLAZING:16]&lt;br /&gt;
	[NATURAL_SKILL:PRESSING:16]&lt;br /&gt;
	[NATURAL_SKILL:BEEKEEPING:16]&lt;br /&gt;
	[NATURAL_SKILL:WAX_WORKING:16]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reaction Additions==&lt;br /&gt;
There are now two reaction files: reaction_smelter and reaction_other. Additions to these lists will not take effect until you generate a new world. Note that if you edit an existing reaction entry (leaving the [REACTION:NAME] line unchanged) rather than add a new one, you will not need to generate a new world. Don't forget to add [PERMITTED_REACTION:(reaction)] under [ENTITY:MOUNTAIN] in entity_default raw.&lt;br /&gt;
&lt;br /&gt;
===Skill Practice Workshops===&lt;br /&gt;
A useful application of the new workshop/reaction setup is the Practice Workshop: loaded with no-reagent no-product reactions tied to every quality-based skill, it's an excellent way to get the most out of scarce resources and to train workers who utilize said resources (Jewelers, Craftsdwarves, etc).&lt;br /&gt;
&lt;br /&gt;
Create a new raw called building_practice_workshop in \raw\objects, and within it paste the following (ripped nigh-straight out of Lazureus' Crematorium package):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
building_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:BUILDING]&lt;br /&gt;
&lt;br /&gt;
[BUILDING_WORKSHOP:PRACTICE_WORKSHOP]&lt;br /&gt;
	[NAME:Practice Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:3]&lt;br /&gt;
	[BUILD_LABOR:MASON]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0]&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':236]&lt;br /&gt;
	[TILE:0:2:' ':236:'/']&lt;br /&gt;
	[TILE:0:3:'|':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:1:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:236:' ':227]&lt;br /&gt;
	[TILE:1:2:'|':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':236]&lt;br /&gt;
	[COLOR:1:1:0:0:1:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
	[TILE:2:1:201:227:187]&lt;br /&gt;
	[TILE:2:2:200:8:188]&lt;br /&gt;
	[TILE:2:3:' ':' ':' ']&lt;br /&gt;
	[COLOR:2:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:2:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:2:3:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:201:227:187]&lt;br /&gt;
	[TILE:3:2:200:8:188]&lt;br /&gt;
	[TILE:3:3:150:210:253]&lt;br /&gt;
	[COLOR:3:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
	[COLOR:3:2:0:0:1:0:4:1:0:0:1]&lt;br /&gt;
	[COLOR:3:3:0:0:1:6:0:0:7:0:1]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Create a new raw called reaction_practice_workshop, and within it paste the following: (Fixed the process to only accept bars of coke instead of just ANY bar. Enjoy. -Anonymous)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
reaction_practice_workshop&lt;br /&gt;
&lt;br /&gt;
[OBJECT:REACTION]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
[NAME:practice armorsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_ARMOR]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BEEKEEPING]&lt;br /&gt;
[NAME:practice beekeeping]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BEEKEEPING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
[NAME:practice bonecarving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BONECARVE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
[NAME:practice bonesetting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SET_BONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
[NAME:practice bowmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BOWYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_BREWING]&lt;br /&gt;
[NAME:practice brewing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:BREWING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
[NAME:practice carpentry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CARPENTRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
[NAME:practice clothesmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CLOTHESMAKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_COOKING]&lt;br /&gt;
[NAME:practice cooking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:COOK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DESIGNBUILDING]&lt;br /&gt;
[NAME:practice architecture]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DESIGNBUILDING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
[NAME:practice diagnosis]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DIAGNOSE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_DYING]&lt;br /&gt;
[NAME:practice dying]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DYER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
[NAME:practice engraving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DETAILSTONE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
[NAME:practice gem cutting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:CUTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
[NAME:practice gem setting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:ENCRUSTGEM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
[NAME:practice glassmaking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLASSMAKER]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GLAZING]&lt;br /&gt;
[NAME:practice glazing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:GLAZING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_GROWING]&lt;br /&gt;
[NAME:practice growing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:PLANT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
[NAME:practice herbalism]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:HERBALISM]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
[NAME:practice leatherworking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:LEATHERWORK]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MASONRY]&lt;br /&gt;
[NAME:practice masonry]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MASONRY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
[NAME:practice mechanics]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MECHANICS]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
[NAME:practice metalcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:METALCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
[NAME:practice metalsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_FURNITURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_MINING]&lt;br /&gt;
[NAME:practice mining]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:MINING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_POTTERY]&lt;br /&gt;
[NAME:practice pottery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:POTTERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
[NAME:practice siege engineering]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SIEGECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
[NAME:practice stonecrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:STONECRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SURGERY]&lt;br /&gt;
[NAME:practice surgery]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SURGERY]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_SUTURING]&lt;br /&gt;
[NAME:practice suturing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SUTURE]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTIVE_WAX_WORKING]&lt;br /&gt;
[NAME:practice waxworking]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WAX_WORKING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
[NAME:practice weaponsmithing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:FORGE_WEAPON]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WEAVING]&lt;br /&gt;
[NAME:practice weaving]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WEAVING]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
[NAME:practice woodcrafting]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:WOODCRAFT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
[NAME:practice wound dressing]&lt;br /&gt;
[BUILDING:PRACTICE_WORKSHOP:NONE]&lt;br /&gt;
[REAGENT:A:1:BAR:NO_SUBTYPE:COAL:COKE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:DRESS_WOUNDS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lastly, paste the following to their respective spots in the dwarf section of entity_default, and you're done:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_BUILDING:PRACTICE_WORKSHOP]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ARMORSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BEEKEEPING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONECARVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BONESETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BOWMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_BREWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CARPENTRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_CLOTHESMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DESIGNBUILDING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DIAGNOSIS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_DYING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_ENGRAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_CUTTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GEM_SETTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLASSMAKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GLAZING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_GROWING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_HERBALISM]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_LEATHERWORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MASONRY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MECHANICS]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_METALSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_MINING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_POTTERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_ENGINEERING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SIEGE_OPERATION]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_STONECRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SURGERY]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_SUTURING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WAX_WORKING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAPONSMITHING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WEAVING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOODCRAFTING]&lt;br /&gt;
	[PERMITTED_REACTION:PRACTICE_WOUND_DRESSING]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Vermin Disposal===&lt;br /&gt;
Tired of vermin corpses lying around for months? Use this reaction to put them to a useful purpose:&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:BUGS_TO_COKE]&lt;br /&gt;
   [NAME:Cremate Vermin Corpses]&lt;br /&gt;
   [BUILDING:SMELTER:NONE]&lt;br /&gt;
   [REAGENT:A:5:REMAINS:NONE:NONE:NONE]&lt;br /&gt;
   [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
   [SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to add this to the appropriate entity files before generating a new world.&lt;br /&gt;
&lt;br /&gt;
==Easy Entity Editing==&lt;br /&gt;
&lt;br /&gt;
Here is the edited entity_default raw entry. Just copy and paste everything underneath the existing entries. You may add more by using the format: [PERMITTED_REACTION:(reaction)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
        [PERMITTED_REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_EMERALD]&lt;br /&gt;
        [PERMITTED_REACTION:FREE_RUBY]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SAPPHIRE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_RUBY_STAR]&lt;br /&gt;
        [PERMITTED_REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WOOD]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Gems===&lt;br /&gt;
Fill in the name of a gem from the inorganic_stone_gem file and paste this in the reaction_smelter file to make your smelter spew out gems.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(gem name here)]&lt;br /&gt;
[NAME:make (gem name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:(gem name {from raws})]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note: You can change the skill used and the workshop, but make sure to keep it in the correct reaction file.&lt;br /&gt;
For convenience, here are all the precious gems in the game.&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_DIAMOND_LY]&lt;br /&gt;
[NAME: make light yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_LY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_FY]&lt;br /&gt;
[NAME: make faint yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_FY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_EMERALD]&lt;br /&gt;
[NAME: make emeralds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:EMERALD]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY]&lt;br /&gt;
[NAME: make rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE]&lt;br /&gt;
[NAME: make sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_CLEAR]&lt;br /&gt;
[NAME: make clear diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_CLEAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_RED]&lt;br /&gt;
[NAME: make red diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_RED]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_GREEN]&lt;br /&gt;
[NAME: make green diamond]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_GREEN]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLUE]&lt;br /&gt;
[NAME: make blue diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLUE]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_YELLOW]&lt;br /&gt;
[NAME: make yellow diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_YELLOW]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_DIAMOND_BLACK]&lt;br /&gt;
[NAME: make black diamonds]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:DIAMOND_BLACK]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_RUBY_STAR]&lt;br /&gt;
[NAME: make star rubies]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:RUBY_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SAPPHIRE_STAR]&lt;br /&gt;
[NAME: make star sapphires]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:ROUGH:NO_SUBTYPE:STONE:SAPPHIRE_STAR]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Easy Adamantine===&lt;br /&gt;
To get free adamantine wafers, add this to your reaction_smelter.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:create adamantine wafers]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For adamantine thread it would be:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_ADAMANTINE_THREAD]&lt;br /&gt;
[NAME:create adamantine thread]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:15000]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Flux, Sand, and Ore===&lt;br /&gt;
Add [REACTION_CLASS:FLUX] to any stone you have to turn it into a flux. This is in inorganic_stone_mineral, or inorganic_stone_layer Or, add [METAL_ORE:{metal name}:100] to turn it into an ore. It also bears noting that the metal can easily be an alloy, like steel or brass. Likewise, open inorganic_stone_soil and add [SOIL_SAND] to any soil to turn it into sand suitable for making glass with. &lt;br /&gt;
&lt;br /&gt;
None of these cheats require creating a new world. Turn peat into glass, basalt into platinum, and combine iron, diorite, and coal to make steel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy Metal===&lt;br /&gt;
Open reaction_smelter and change any reactions you like. Remove the [FUEL] tag.&lt;br /&gt;
to make them require no fuel. Remove the line(s) headed with [REAGENT:whatever] to make them require no reagents. You can pick any metal that exists in the game, as long as you pick the right raw name. (For example: IRON, PEWTER_LAY, and NICKEL_SILVER makes iron, lay pewter, and nickel silver respectively.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_(metal name here)]&lt;br /&gt;
[NAME:create (metal name here)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:(metal name {from raws})][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These cheats do not require a new world (because they only modify existing reactions), and allow smelters to create steel and adamantine from nothing.&lt;br /&gt;
&lt;br /&gt;
===Create Wood===&lt;br /&gt;
To create wood for free, Add this to reaction_smelter. (don't forget the wood type. Like OAK, PINE, TOWER_CAP, or FUNGIWOOD.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_WOOD]&lt;br /&gt;
[NAME:create wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(wood name {from raws}):WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some examples with very light wood, perfect for buckets, and  a frozen wood. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_FROZEN_WOOD]&lt;br /&gt;
[NAME:create frozen wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_FEATHER_WOOD]&lt;br /&gt;
[NAME:create light wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Food===&lt;br /&gt;
To create food for free, add this to '''reaction_smelter'''. Fair warning, this will NOT allow you to grow these plants if you have not already discovered/obtained them. If you cannot get sun berries or similar through trade or gathering, you won't be able to plant the seeds and grow crops from them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
[NAME:create plump helmets]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
[NAME:create cave wheat]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
[NAME:create wild strawberries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
[NAME:create prickle berries]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_SWEET_PODS]&lt;br /&gt;
[NAME:create sweet pods]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:POD_SWEET:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
[NAME:create pig tail grass]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;BR /&amp;gt;&lt;br /&gt;
... and this to '''entity_default'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:200px; overflow:scroll;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PLUMP_HELMET]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_CAVE_WHEAT]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_PRICKLE_BERRIES]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_SWEET_PODS]&lt;br /&gt;
	[PERMITTED_REACTION:FREE_GRASS_TAIL_PIG]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Produce Water===&lt;br /&gt;
This reaction will allow your Dwarves to draw water from the rock. Unfortunately, it will not allow them to part the Red Sea - for that, you'll need lots of [[screw pump]]s, but that's another story...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_WATER]&lt;br /&gt;
        [NAME:make water]&lt;br /&gt;
        [BUILDING:SMELTER:NONE]&lt;br /&gt;
        [REAGENT:rock:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slightly less cheaty, this reaction allows you to convert drinks to water at the brewery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:PURIFY_WATER]&lt;br /&gt;
	[NAME:purify water from booze]&lt;br /&gt;
	[BUILDING:STILL:CUSTOM_P]&lt;br /&gt;
&lt;br /&gt;
	[REAGENT:booze:150:DRINK:NONE:NONE:NONE]&lt;br /&gt;
	[REAGENT:container1:1:NONE:NONE:NONE:NONE]&lt;br /&gt;
		[CONTAINS:booze]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
&lt;br /&gt;
        [REAGENT:bucket:1:BUCKET:NONE:NONE:NONE]&lt;br /&gt;
		[EMPTY]&lt;br /&gt;
		[DOES_NOT_ABSORB]&lt;br /&gt;
		[PRESERVE_REAGENT]&lt;br /&gt;
		[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
&lt;br /&gt;
        [PRODUCT:100:1:LIQUID_MISC:NONE:WATER:NONE]&lt;br /&gt;
		[PRODUCT_DIMENSION:75]&lt;br /&gt;
		[PRODUCT_TO_CONTAINER:bucket]&lt;br /&gt;
   [SKILL:BREW]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Memory Hacking=&lt;br /&gt;
Memory Hacking is much harder than raw editing, and requires [[utilities|special tools]]. At present, tools that have been adapted to v0.31 include [[Utilities#Reveal|Reveal]], which allows you to see the whole map (though be warned- it also releases [[Hidden Fun Stuff]]) and [[Utilities#DFHack|DFhack]], a versatile tool which includes, among other things, a liquids hack that lets you place [[water]] or [[magma]] of a depth you choose into a square and &amp;quot;dfprospector,&amp;quot; which tells you what minerals are available on the map.&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cobaltite&amp;diff=171818</id>
		<title>v0.34:Cobaltite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cobaltite&amp;diff=171818"/>
		<updated>2012-05-17T12:14:46Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Cobaltite is no longer the heaviest non-economic stone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:42, 10 November 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cobaltite''' is a brilliant blue stone (notably, the '''only''' stone of its color) found as veins in numerous environments. Despite its appearance (showing up as {{Raw Tile|£|1:7:1}} unmined and {{Raw Tile|*|1:1}} mined), it is '''not''' a usable ore.&lt;br /&gt;
&lt;br /&gt;
Cobaltite is particularly [[density|dense]], making it useful for [[trap#Stone-fall_Trap|stone-fall traps]] and as [[catapult]] ammunition.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ceramic_industry&amp;diff=170800</id>
		<title>v0.34:Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ceramic_industry&amp;diff=170800"/>
		<updated>2012-05-02T12:19:23Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Glazing */ Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|[[User:Resident Mario|Resident Mario]] 04:19, 2 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' is one of the major crafting industries, forming [[clay]], [[kaolinite]], and [[fuel]] at a [[kiln]] into fairly expensive ceramic goods with the [[pottery]] and [[glazing]] skills. It is one of the three industries that necessitates fuel: the others being the [[glass industry]] (to which it is very similar) and the [[metal industry]]. Although it has a fairly limited variety of goods when compared to masonry or similar trades, ceramic goods are naturally worth three to ten times that of common stone or wood, making it a lucrative option for building wealth given the opportunity. The goods that can be produces are [[jug]]s, [[Large_pot|large pots]], [[block|bricks]] (clay [[block]]s), [[statue]]s, [[Trade_good#Crafts|crafts]], and [[hive|beehives]], and three types of [[ceramic]]s can be produced&amp;amp;mdash;[[earthenware]], [[stoneware]], and [[porcelain]].&lt;br /&gt;
&lt;br /&gt;
==Raw materials==&lt;br /&gt;
===Clay and kaolinite===&lt;br /&gt;
The most important raw material for ceramics is [[clay]], which is a type of [[soil]] that appears in [[layer]]s. Finding out whether or not you have clay is easy: unlike the base material for the glass industry, [[sand]], clay is reported as either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in the [[embark]] screen, and if you want to establish a ceramic industry you should have clay available. What type of clay you have available cannot be determined ahead of time (except with external utilities).&lt;br /&gt;
&lt;br /&gt;
There are two types of clay: the garden variety [[clay loam]], [[sandy clay]], and [[silty clay]], and the special [[fire clay]]. The first three are used to produce [[earthenware]], the most common ceramic material with a [[value]] multiplier of three (still more then any wood and any stone other than [[obsidian]]). The chief disadvantage of earthenware is that it must be [[glaze]]d in order to store liquids, a process that is described below. The last, fire clay, is used to fire [[stoneware]], which has a value multiplier of four, does not need glaze to store liquids, and is more valuable despite not being more difficult to produce - if you have fire clay, this is a free 25% value boost to your ceramic industry.&lt;br /&gt;
&lt;br /&gt;
The last material and the only non-clay source of ceramics is also the most valuable - [[kaolinite]], which produces [[porcelain]]. This is a dark red stone found in sedimentary layers that must be [[mining|mined]] out, making it a finite resource, unlike the other two (and very similar to [[crystal glass]]). This is balanced by the fact that porcelain goods have a value multiplier of ten, on par with mid-range ores like [[silver]]; since it is no more difficult to produce (just requiring some mining) and also does not require glazing, having kaolinite on the map is a boon for any fortress.&lt;br /&gt;
&lt;br /&gt;
As long as you have even a single square of clay, you will be able to create as many ceramic goods as your fuel sources allow for; any clay square will create a lump of clay when worked, although clay will only be collected from squares designated for with by a clay collection [[activity zone]].&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Every operation at a kiln requires [[fuel]]. More often than not your ceramic industry will be an opportunistic offshoot off of your [[metal industry]], the central industry that turns [[ore]]s into useful stuff and the only way to make [[armor]] and [[weapon]]s (well, armor and weapons worth anything in battle), and as such you need a large amount of fuel available, or access to [[magma]] for [[magma forge]]s. For a discussion of fuel sources, see the [[fuel]] [[fuel industry|industry]].&lt;br /&gt;
&lt;br /&gt;
==Clay collection==&lt;br /&gt;
Before you can create any ceramic goods you must first collect some clay. To do so, you must first designate a clay collection [[activity zone]] ({{k|i}}) with at least one valid clay tile somewhere in it (although having only one will cause supply issues). Dwarfs with the [[item hauling]] labor enabled will then form the clay into lumps, and either take it to an appropriate stone [[stockpile]], or leave it there for the potter to collect his goods. Because you will constantly need more clay, it is a good idea to build and put a kiln on repeat orders for it, preferably with nine redundant iterations to prevent the [[manager]] from tasking anything there. Unlike [[sand]] for the [[glass industry]], collecting clay does not require any sort of container.&lt;br /&gt;
&lt;br /&gt;
==Firing==&lt;br /&gt;
One you have the clay (or kaolinite) collected and the fuel ready (if needed), you can designate stuff at the [[kiln]] to be fired. A standard [[kiln]] will consume one unit of [[fuel]] per job; a [[magma kiln]] uses no fuel. The kiln does not allow you to select which type of ceramic to produce, specifically; instead the potter will take the closest available material, be it ordinary clay, fire clay, or kaolinite. This is the final step, and a skilled [[potter]] working a kiln can produce his goods at a steady clip.&lt;br /&gt;
&lt;br /&gt;
==Glazing==&lt;br /&gt;
[[Glazing]] is a process that covers a material in a coat of varnish (the eponymous [[glaze]]), protecting it, making it shiny, and, as with other &amp;quot;embellishment&amp;quot; processes, adding to its value. If you have a lot of earthenware materials and want to use it for storing liquids, glazing is necessary; otherwise it just makes your things more valuable. Glaze can be applied to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, is performed at a kiln, and is done by separate [[glazer]]s.&lt;br /&gt;
&lt;br /&gt;
There are two types of glazes, [[ash glaze]] and [[tin glaze]]. The first uses a unit of [[ash]], produced by a [[wood burner]] at a [[wood furnace]] with the logs of felled [[tree]]s. The second uses [[tin]] [[bar]]s, a relatively scarce metal only available if you have [[cassiterite]] on your map, and is thus sourced from your [[metal industry]]. Much like kaolinite, this is a mineral resource you may or may not have, but are lucky to get: where ash glaze is worth 50☼, tin glaze is worth 100☼.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
The order occupies a kiln this way and requires the [[hauling#Item hauling|item hauling]] labor, not pottery or furnace operating. Clay collection is time-consuming, and your potters will quickly become adept at working the material, to the point that you may see job cancellations at the potter outpaces his suppliers; to ensure a smooth process, either have multiple potters with item hauling enabled, or make sure you have a large gathering area and a large number of people with the job enabled (or both).&lt;br /&gt;
&lt;br /&gt;
The biggest frustration with the ceramic industry is that you can't fine-tune what your dwarfs will use. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the fact that dwarfs will go for the nearest available resource; make a stockpile right smack next to the potters, fine-tune what goes in there, and you can (albeit with some tedium) more or less force them to use or target one material or another. This has the major disadvantage of requiring you to haul things back and forth when you switch orders, as dwarfs will have to carry away the sandy clay and carry in the kaolinite.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Textile_industry&amp;diff=170625</id>
		<title>v0.34:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Textile_industry&amp;diff=170625"/>
		<updated>2012-04-28T15:06:28Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: vermin silk is less valuable than plant cloth.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork|03:29, 28 April 2012 (UTC))}}&lt;br /&gt;
&lt;br /&gt;
The '''textile industry''' involves making [[clothing]], [[bag]]s, [[rope]]s, and related [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is required in the long run to keep your dwarves clothed and happy (as their starting clothing will slowly [[wear]] away), and can be a very lucrative option as a wealth industry, especially if the goods are dyed and sewn with images as well. Common choices for textile trade goods are gloves, mittens, shoes and socks at a [[clothier's shop]] because they are made in pairs or cloth crafts at a [[craftsdwarf's workshop]]. A textile industry is also important for healthcare because cloth and thread are needed for bandages and suturing respectively, although the necessary materials can be acquired in small but acceptable amounts via [[caravan]]s.&lt;br /&gt;
&lt;br /&gt;
See also the [[leather|leather industry]], which produces similar but less valuable goods.&lt;br /&gt;
&lt;br /&gt;
==Basic materials==&lt;br /&gt;
===Crops===&lt;br /&gt;
There are six [[crop]]s that can be [[Farming|grown]] for use in the textile industry, two of which can be [[plant processing|processed]] by a [[thresher]] at a [[farmer's workshop]] into [[thread]] (and then into [[cloth]] by a [[weaving|weaver]] at a [[loom]]), and four of which can be [[miller|milled]] into [[dye]].&lt;br /&gt;
&lt;br /&gt;
The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple dye.&lt;br /&gt;
&lt;br /&gt;
[[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in many cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s brought in by human and elven [[caravan]]s, but they do have the advantage of growing in all seasons. The counterpart to pig tails underground is [[rope reed]] above ground, a widely distributed crop that can similarly be brewed or processed into thread. [[Hide root]] is similarly widely available and can be used to make redroot dye, as is [[blade weed]], used to make emerald dye. The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]].&lt;br /&gt;
&lt;br /&gt;
===Wool and hair===&lt;br /&gt;
[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are extremely versatile animals that can supplement or even support your textile industry. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable but cannot be otherwise obtained.&lt;br /&gt;
&lt;br /&gt;
[[Hair]] is another textile material that comes from animals, but it is obtained by [[butcher]]ing certain hairy animals such as [[horse]]s and [[yak]]s, as a byproduct of the [[meat industry]]. Hair is the most limited of the weaving materials, as it can only be made into dyeable [[thread]], and cannot be made into proper clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
===Silk===&lt;br /&gt;
Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s. The first three kinds of spiders are [[vermin]] that will leave [[web]]s lying around your fortress, which can be collected by the automatic &amp;quot;collect webs&amp;quot; job at a [[loom]]. These spiders can bite dwarves, however, and although their bites are non-lethal, the dwarf in question will be very woozy for a while afterwards. Note that [[cat]]s kill spiders mercilessly, so if you want to use them for textiles, &amp;quot;vermin breeding chambers&amp;quot;, or at the very least locking up your cats, are necessary precautions.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected &amp;quot;in the wild&amp;quot; at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort.&lt;br /&gt;
&lt;br /&gt;
The advantage of giant cave spider silk is that, although harder to get and more irregular, it's also worth significantly more than normal cloth.&lt;br /&gt;
&lt;br /&gt;
===Trading and gathering===&lt;br /&gt;
The raw materials for a textile industry can be acquired via trading, as caravans bring large amounts of [[cloth]] and some thread, dye, and finished clothing, and can bring more if you ask. If you have the wealth for it, you can simply buy caravan cloth in bulk and then refine it to your needs. Caravan trading is enough to clothe even the largest fortress in fine clothing, but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on where you embarked, and is unpredictable.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the pig tails or rope reed, or {{k|S}}pin the wool or hair. Making thead out of silk is easier - if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection.&lt;br /&gt;
&lt;br /&gt;
Thread can be dyed, which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
By default, any non-hair thread produced is automatically queued up for [[weaving]] at a [[loom]], but this can be changed with [[standing orders]] under {{k|o}}, and may be necessary in the case of giant cave spider webs. Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]]. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to set workshop [[Orders]] so that dwarves only weave [[dye]]d thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes and cloth goods==&lt;br /&gt;
Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly-skilled clothesmaker is a boon for any fortress.&lt;br /&gt;
&lt;br /&gt;
If you plan to use clothing for trading, you can increase its value by sewing images onto it.  Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, can add significant value to an item.&lt;br /&gt;
&lt;br /&gt;
Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
Cloth can also be used to make [[craft|cloth crafts]] at a [[craftsdwarf's workshop]], which is a valuable but rarely needed trade good.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing an object is not strictly necessary (as dwarves do not mind how well-made their clothes are, so long as they have them), but useful because it is an easy way to greatly increase its [[value]]. Both thread and cloth can be dyed, but dyed objects cannot be redyed - the coloration is permanent.&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants (which ones are described in basic materials, above), you are ready to [[miller|mill]] them at a [[millstone]] or [[quern]]. Note that this requires an empty [[bag]] into which the dye will be deposited. Dye can then be applied at a [[dyer's shop]] by a [[dyer]]; the value boost is significant, and a well-dyed article of clothing increases in value significantly. One bag of dye can be used for several dyeing jobs.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
Overall, the textile industry consists of eight different jobs: ([[grower|growing]], [[plant processing]], [[shearing]], [[spinning]], [[weaving]], [[clothier|clothes making]], [[milling]], and [[dyeing]]). The value of the finished product is determined by the [[quality]] of three specific steps (as well as the base material): weaving, dyeing, and clothes-making. Obviously, then, the more skilled your weavers, dyers, and clothiers, the better and more valuable your items will be.&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed), then you need to establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably increase harvests, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop [[orders]] to use only dyed thread, leaving out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=170284</id>
		<title>v0.34:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Workshop&amp;diff=170284"/>
		<updated>2012-04-20T12:28:45Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Management */ Adamantine thread does have other uses and isn't automated. Hair cannot be made into cloth.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for all workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves who build them or work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have what is in effect a three square wall down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed and all tasks will take much longer.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map.  Currently, containers are considered Tier 1 materials.  In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 4 workshops use Tier 3 materials and possibly Tier 0, Tier 1 and/or Tier 2 materials.&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 materials: [[Bone]], [[Wood]]&lt;br /&gt;
**Produces Tier 1 Weapon:[[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Uses Tier 1 Item: Cut [[gem]]&lt;br /&gt;
**Produces Tier 1 Items: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Uses Tier 1 Items: [[Container|Bags, barrels, vial]], [[milk]]&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's_shop]]:{{Verify}}&lt;br /&gt;
**Uses Tier 0 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 1 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:{{Verify}}&lt;br /&gt;
**Uses: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]{{Verify}}&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
**Uses: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|d}} [[Dyer's_shop]]:{{Verify}}&lt;br /&gt;
**Uses: [[Dye]], [[Thread]], [[Cloth]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:{{Verify}}&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Item: [[Barrel]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:{{Verify}}&lt;br /&gt;
**Uses Tier 1 Items: [[Ash]], [[Lye]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather_works]]:{{Verify}}&lt;br /&gt;
**Uses: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:{{Verify}}&lt;br /&gt;
**Uses: [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
&lt;br /&gt;
===Tier 4 Workshops===&lt;br /&gt;
*{{K|q}} [[Quern]]:{{Verify}}&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]]&lt;br /&gt;
**Uses Tier 3 Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]],[[Dwarven sugar]],[[Flour|Longland flour]],[[Whip vine flour]],[[Dimple dye]],[[Emerald dye]],[[Redroot dye]],[[Sliver dye]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:{{Verify}}&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]]&lt;br /&gt;
**Uses Tier 3 Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]]&lt;br /&gt;
&lt;br /&gt;
===Uncategorized Workshops===&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:{{Verify}}&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:{{Verify}}&lt;br /&gt;
*{{K|p}} [[Screw press]]:{{Verify}}&lt;br /&gt;
*{{K|z}} [[Kitchen]]:{{Verify}}&lt;br /&gt;
**Uses: [[Alcohol]], [[Fish]], [[Food]], [[Meat]], [[Plants]], [[Cheese]], [[Dwarven sugar]], [[Dwarven syrup]], [[Flour]], [[Milk]], [[Prepared organs]], [[Seed]]s, [[Fat]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:{{Verify}}&lt;br /&gt;
**Uses: [[Stone]], [[Wood]], [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]]&lt;br /&gt;
**Produces: Various Trade Items&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops working as needed.&lt;br /&gt;
&lt;br /&gt;
The first is [[automation]]. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, workshops may automate certain tasks, keeping them queued at all times; this behavior may be changed in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|w}}). It can also be removed as with any other job, by pressing {{k|r}} on the orders menu, and reinstated just as easily.&lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other functions and will rot away if left untreated; thus you can build a tanner's shop, make sure some dwarfs have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth - these products have no other function. All [[weaving]] jobs are automated.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible.&lt;br /&gt;
* When an animal is marked for slaughter, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery by default, and once the animal is struck down a butcher should come along and rip it apart.&lt;br /&gt;
&lt;br /&gt;
The second is the [[manager]]. The manager allows you to queue work orders, and although he has to first sign off on the orders (if you have more then 20 dwarfs in your fort), using the manager has two major advantages: firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
The final method is to put a process on Repeat. By default, you can queue up ten tasks, or let a process run for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarfs making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cobaltite&amp;diff=170196</id>
		<title>v0.34:Cobaltite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cobaltite&amp;diff=170196"/>
		<updated>2012-04-18T12:47:34Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Anchors work in interwiki links just fine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:42, 10 November 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cobaltite''' is a brilliant blue stone (notably, the '''only''' stone of its color) found as veins in numerous environments. Despite its appearance (showing up as {{Raw Tile|£|1:7:1}} unmined and {{Raw Tile|*|1:1}} mined), it is '''not''' a usable ore.&lt;br /&gt;
&lt;br /&gt;
Cobaltite is particularly [[density|dense]], making it useful for [[trap#Stone-fall_Trap|stone-fall traps]] and as [[catapult]] ammunition (all heavier stones have notable economic uses).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Coffin&amp;diff=169597</id>
		<title>v0.34 Talk:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Coffin&amp;diff=169597"/>
		<updated>2012-04-08T02:34:37Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarven Burial Chamber ==&lt;br /&gt;
&lt;br /&gt;
I would like someone to explore the effects of dropping coffins containing bodies into lava.  If this works then you can have a chamber full of coffins on a drawbridge that resets when it fills up.  But I am not sure of the effects of a coffin being destroyed after it has been filled.  Obviously this isn't a good idea if ghosts still come and dwarves are still sad after the coffin is destroyed.  So if someone will check what happens and tells me I will post a design. --[[User:Mariopartyboy|Mariopartyboy]] 00:20, 7 April 2012 (UTC)&lt;br /&gt;
:Or you could try it out yourself since you already have the design! --[[User:Mirthmanor|Mirthmanor]] 01:35, 7 April 2012 (UTC)&lt;br /&gt;
:I'm interested to see this design, because it sounds as if you're trying to build coffins on top of a drawbridge, which I'm fairly certain is impossible. But as Mirthmanor said, easiest thing to do here would be to start a new fort and test it yourself. --[[User:Timrem|Timrem]] 01:50, 7 April 2012 (UTC)&lt;br /&gt;
:I would love to try it myself but I am still relatively new to the game and all of my forts enter a tantrum spiral before I can even think about building this.  As for the design,nits not so much a design as a concept.  The concept is that you have a drawbridge over magma (like the magma sea or a volcano) that you put coffins on.  When the coffins fill up you pull a lever to retract the drawbridge giving your dwarves a true Dwarven burial.  I didn't think about not being able to put coffins on draw bridges and I'm still not sure, if you can't it should still be possible to use floodgates instead, I had originally thought of using floodgates but I realized that a drawbridge was much more efficient.&lt;br /&gt;
::Coffins only contain items when they are {{k|b}}uilt, and you cannot place a building on top of another building. --[[User:Quietust|Quietust]] 15:38, 7 April 2012 (UTC)&lt;br /&gt;
:::Alternatively, you could arrange a cave-in to drop the built-and-filled coffins into the magma.  Of course it won't &amp;quot;reset&amp;quot; but would instead be a one-time thing. --[[User:Greycat|Greycat]] 22:16, 7 April 2012 (UTC)&lt;br /&gt;
::::I don't think a cavein is needed if you make all your coffins out of magma-unsafe materials. You could fill a chamber with coffins, flood it with magma until they dissolve, and then drain the magma and repeat. -- [[User:Qazmlpok|Qazmlpok]] 02:34, 8 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Demon&amp;diff=168907</id>
		<title>v0.34:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Demon&amp;diff=168907"/>
		<updated>2012-03-30T19:18:39Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Changing some of the combat advice from personal experiences. Melee units are more susceptible to demon's syndromes than marksdwarves, for example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:17, 19 August 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit [[Hell]]. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit icicles, and emaciated fruitbats with giant clicking mandibles. Demons begin to spawn exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.  As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are apparently infinite.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits, however.  They are represented by an ampersand (&amp;amp;).  They are all able to swim in and breathe water and magma, destroy buildings, speak and learn.  Furthermore, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers, fire, any sort of poison, and extremes of heat and cold (even if made of materials that would suggest otherwise).  They are very large (size 10000000, smaller than a megabeast, but significantly larger than a giant and 167 times the size of a dwarf).  They don't require sleep, food, or drink.  Many, but not all demons, are capable of flight.  Inorganic or zombie demons are especially difficult to kill; literally tearing them apart (severing their lower and upper bodies) will kill them, but this is far beyond the capacities of an ordinary dwarf, and if the creature is a blob (whose lower and upper bodies are inseparable), it will be truly immortal.  If you have deactivated compressed saves, the raws for given world's demons (as well as forgotten beasts and titans) can be found in the world.dat of its save folder.&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with [UNIQUE_DEMON] instead of [DEMON] in world.dat, will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as gods, while they take over goblin civilizations through more direct means.&lt;br /&gt;
These unique demons can be taken prisoner in world-gen by civs, if taken by a human civ you can ask them to join you and you will have a next to unkillable super soldier on your side.&lt;br /&gt;
&lt;br /&gt;
==Demon Generation==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons.  When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as kangaroo, anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid).  It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture.  If inorganic, a material will be chosen (such as salt, fire, ice, or vomit).  If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed.  It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;).  It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath).  It will finally be given a name consisting of an adjective and a noun.  The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult.&lt;br /&gt;
&lt;br /&gt;
===Containment===&lt;br /&gt;
&lt;br /&gt;
Containment is the simplest strategy for dealing with demons.  A simple constructed wall will block any demon.  Because of their building destroyer status, demons cannot be contained via locked doors.  However, indestructible artifact-quality portals can stop them, as can some bridges.  As building destroyers can only destroy objects on the same z-level a floor grate or forbidden hatch cover on a staircase/channel will also block movement.  It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap.  If using bridges, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of steel or iron, leading to deconstruction as they pass over them.  Because of their vast numbers, containment is an important part of any attempt to defeat them-- fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult-- but not impossible.  Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used.  Demons do not set off pressure plates, but if you can contain them, retracting upright spikes, casting them into obsidian, or caving a portion of mountain onto them are all effective.  Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them.  Tame animals appear to work well as bait, but need to be replaced as they're killed.  Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind.  Obsidian trappers may find water used as the casting process boiling into steam before it contacts magma.  Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture.  This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with.  Demons do not destroy supports, but a hot enough demon may cause the destruction of nearby supports, just by virtue of the heat damage.&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat===&lt;br /&gt;
&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully.  Most demons have vastly more powerful ranged attacks than marksdwarves have.  Demons made of weak materials can be easily killed or dismembered by bolts but inorganic demons composed of stronger stuff will only suffer chipped bones.&lt;br /&gt;
&lt;br /&gt;
Fortifications are appealing, as they can be dug directly into adamantine without ever exposing your fortress to a path to the demons.  Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma.  Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat===&lt;br /&gt;
&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a megabeast and extremely fast.  That would be bad enough, but there tends to be pages of them rather than individuals.  However, demons can still be defeated in melee combat.&lt;br /&gt;
&lt;br /&gt;
Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth.  A strong punch can decapitate creatures like this.  Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of mineral or armor-quality metal.  Blunt weapons can be reasonably effective against weaker material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective.  Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area of effect syndrome attacks and death explosions.  Restraining visibility via a labyrinthine battle ground is a good start.  The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
===Clean-up===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over.  Syndrome-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain.  Some dwarves may carry burning items back from their encounters with very hot demons.  Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames.  Any path used for the fight is best abandoned and walled up.  Demons will continue to enter hell from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through hell even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Demon]]&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tetrahedrite&amp;diff=168876</id>
		<title>v0.34:Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tetrahedrite&amp;diff=168876"/>
		<updated>2012-03-30T12:17:47Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: 1 ore = 1 bar of silver when creating alloys if you have no other silver ores&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Tetrahedrite''' is an incredibly common ore of both [[copper]] and [[silver]]. [[Smelter|Smelting]] tetrahedrite will always produce a copper [[bar]] and has an additional 20% chance of producing a silver bar. &lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can be used in all reactions requiring a copper ore, but will only be used as ''silver'' ore if no other silver ores are available - in this situation, two tetrahedrite ores can be smelted together to make two [[billon]] bars.&lt;br /&gt;
&lt;br /&gt;
When alloying Tetrahedrite into other metals as copper, it's best to smelt it down into bars and work with them, in order to get some [[silver]] out of it, than to smelt it directly from an ore into an alloy, unless you're direly short on fuel.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=168687</id>
		<title>v0.34:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=168687"/>
		<updated>2012-03-27T03:18:36Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Adamantine requires more bars/cloth. Fix high boot material size. Note about strange moods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:29, 21 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes and capes tend to cover the throat.&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.)&lt;br /&gt;
&lt;br /&gt;
== Armor Skill ==&lt;br /&gt;
&lt;br /&gt;
It is unclear how the [[armor user]] skill affects combat, since the movement speed and armor penetration look the same for legendary armor users and untrained users, yet when testing in the arena, a novice armor user is injured extremely frequently compared a grand master armor user. An accepted theory is that the skill affects armor block chance.&lt;br /&gt;
&lt;br /&gt;
== Quality Level ==&lt;br /&gt;
Armor gets a deflection bonus based on quality level, but anything less than masterful gets no bonus. See [[Quality]] for more information.&lt;br /&gt;
&lt;br /&gt;
{{DF2012:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
''(see also: [[Metal#Weapon_.26_Armor_Quality|Metal: Armor Quality]])''&lt;br /&gt;
&lt;br /&gt;
'''Armor material effectiveness changed recently.  [http://www.bay12forums.com/smf/index.php?topic=53571.0 Simulation testing] is still ongoing, so these results should be considered merely Fine quality, not Masterwork.'''&lt;br /&gt;
&lt;br /&gt;
Armor may be constructed from a wide variety of material types.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It should be noted that armor material is extremely important now.  For example, fully iron-armored dwarves with iron short swords stand no chance against steel-equipped ones.  A weapon has difficulty piercing armor of the same material (e.g. steel short swords vs. steel armor). However, blunt weapons (such as maces or war hammers) have a much easier time damaging individuals through armor. Rigid armor provides limited blunt protection, and flexible armor such as leather and chainmail provides nearly none. Mail shirts and leggings are both chainmail items.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! colspan=5|Metal armor comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Iron and bronze have nearly the same applied practicality. Although the RAWs suggest that Bronze is a better material, the difference is negligible in arena testing. Iron might have a slight advantage due to its lighter weight.&lt;br /&gt;
&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one. The number of adamantine wafers or stacks of cloth required to create armor is equal to the material size. Strange moods are an exception to this rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Each garment fits a specific layer on a given body part. It may additionally cover adjoining body parts up to a certain number of 'steps' distant from the body, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and [[clothing]], except for materials, [[wear|wear and tear]], and the fact that only non-clothing garments increase the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
Note that the availability of specific articles of clothing varies from civilization to civilization.  So, one civilization may not be able to make vests, another may not be able to make togas, still another may not be able to make dresses and cloaks. By the way, cloaks protect the eyes somewhat, according to combat logs. Dresses and Robes may offer superior protection as well.&lt;br /&gt;
&lt;br /&gt;
Note that Dwarves can potentially manufacture items listed in their raws in the file \raw\objects\entity_default.txt, while other items exist which can never be made by un-modded dwarves, such as a head scarf or face veil. As well, some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses (sockmail)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Armor, Over, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) means you can put on a mask (20,10) or two caps (10,20), but only two head veils (10,100).  Any of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on ones upper body plus two caps(or one mask), a helm, and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each sucessive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Head'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x caps&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Upper Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Upper Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lower Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hands'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Hands (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feet'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
There are three tags that govern how far coverage reaches.&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and throat.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty with just two problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
* Faces can't be covered by head armor.&lt;br /&gt;
* Throats cannot be protected by metal armor (except adamantine cloth).&lt;br /&gt;
&lt;br /&gt;
In previous versions toes and fingers were not protected by armor. However as of 31.17 both are now protected by the relevant armor type, e.g gauntlets cover fingers and boots cover toes.&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;br /&gt;
&lt;br /&gt;
Another bug report suggests that in fortress mode items may be equipped in the order that they are produced, instead of in the order that they are listed on the dwarf's equipment selection screen.{{bug|4932}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Health_screen&amp;diff=168591</id>
		<title>v0.34:Health screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Health_screen&amp;diff=168591"/>
		<updated>2012-03-25T16:42:01Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: and and&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:31, 17 April 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
In the status menu (accessed using the {{k|z}}-status key), one of the sub-menus is '''Health'''. This sub-menu becomes available when a dwarf is appointed to the [[Chief medical dwarf]] position. &amp;lt;br /&amp;gt;&lt;br /&gt;
The z-health menu is used to monitor the health of friendly dwarves. A subject dwarf's status effects and injuries are cataloged in the health menu by [[Healthcare|hospital staff]] upon diagnosis. Some basic needs are automatically shown in the menu whenever a dwarf becomes hungry, thirsty, or tired. Doctors will begin treating injured or otherwise unhealthy dwarves only after diagnosis and when proper equipment is available. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;Note: The screen is entirely mouse enabled.&amp;lt;/sub&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Listed below are all of the conditions displayed in the z-health screen:&lt;br /&gt;
===First Key Column===&lt;br /&gt;
This is the column that lists requests and requirements of the subject.&lt;br /&gt;
{{HealthStatus table head}}&lt;br /&gt;
{{HealthStatus table row|symbol=D|color=2:0:1|desc='''Diagnosis request''' - [[Diagnostician]] needed to diagnose the subject}}&lt;br /&gt;
{{HealthStatus table row|symbol=≈|color=3:0:1|desc='''Cleaning request''' - Dwarf with a water bucket and cleaning labor enabled needed to bathe off contaminants, preferably using [[soap]] }}&lt;br /&gt;
{{HealthStatus table row|symbol=S|color=4:0:1|desc='''Surgery required''' - [[Surgeon]] needed to excise rotten tissue or repair organ damage}} &lt;br /&gt;
{{HealthStatus table row|symbol=R|color=5:0:1|desc='''Inoperable Rot''' - [[Surgeon]] needed to amputate a necrotic limb}}&lt;br /&gt;
{{HealthStatus table row|symbol=&amp;lt;small&amp;gt;Ø&amp;lt;/small&amp;gt;|color=7:0:1|desc='''Suture request''' - [[Suturer]] needed to repair cuts, wounds and nerve damage (!!) using thread}}&lt;br /&gt;
{{HealthStatus table row|symbol=B|color=6:0:1|desc='''Setting request''' - [[Bone doctor]] needed to set the subject's fractured bones}}&lt;br /&gt;
{{HealthStatus table row|symbol=&amp;lt;s&amp;gt;°&amp;lt;/s&amp;gt;|color=7:0:1|desc='''Dressing request''' - [[Wound dresser]] needed to top off the medical procedure using cloth bandages}}&lt;br /&gt;
{{HealthStatus table row|symbol=T|color=6:0:1|desc='''Traction request''' - [[Traction bench]] needed to immobilize subject with massive fractures}}&lt;br /&gt;
{{HealthStatus table row|symbol=I|color=6:0:1|desc='''Immobilization request''' - [[Gypsum plaster|Cast]] (wound dresser) or [[splint]] (bone doctor) needed to stabilize a repaired fracture}}&lt;br /&gt;
{{HealthStatus table row|symbol=C|color=6:0:1|desc='''Crutch required''' - [[Crutch]] needed for the subject to walk}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Second Key Column===&lt;br /&gt;
This column shows different degrees of bleeding, blood loss, numbness, and paralyzation.&lt;br /&gt;
{{HealthStatus table head}}&lt;br /&gt;
{{HealthStatus table row|symbol=B!+|color=4:0:1|desc='''Heavy bleeding''' - Causes the subject to lose blood quickly, sometimes severely.}}&lt;br /&gt;
{{HealthStatus table row|symbol=B!&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=4:0:0|desc='''Bleeding''' - Causes blood loss but will stop extremely quickly}}&lt;br /&gt;
{{HealthStatus table row|symbol=Bl+|color=5:0:1|desc='''Severe Blood Loss''' - Subject has lost a large amount of blood from bleeding or infection. Shown as &amp;quot;Pale&amp;quot; in the unit's status screen.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Bl&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=5:0:1|desc='''Blood Loss''' - Subject has lost some blood from bleeding or infection. Shown as &amp;quot;Faint&amp;quot; in the unit's status screen.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Pz+|color=3:0:1|desc='''Paralyzed''' - Indicates upper spinal injuries, most sufferers die of suffocation}}&lt;br /&gt;
{{HealthStatus table row|symbol=Pz&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=3:0:1|desc='''Partially paralyzed''' - One or more limbs unusable due to severed nerves}}&lt;br /&gt;
{{HealthStatus table row|symbol=Slg|color=3:0:1|desc='''Sluggish''' - Characteristic of weak or lessening paralysis}}&lt;br /&gt;
{{HealthStatus table row|symbol=Nm+|color=3:0:1|desc='''Completely numb''' - Syndrome symptom. Eliminates pain sensation in affected areas and severely hampers motor ability.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Nm&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=3:0:1|desc='''Partially numb''' - Syndrome symptom. Further reduces pain in affected areas and hampers fine motor ability.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Nm-|color=3:0:1|desc='''Slightly numb''' - Syndrome symptom. Reduces pain in affected areas.}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Third Key Column===&lt;br /&gt;
This column shows different degrees of pain, exhaustion and fever and also shows dizziness and whether the subject is stunned.&lt;br /&gt;
{{HealthStatus table head}}&lt;br /&gt;
{{HealthStatus table row|symbol=F!|color=4:0:1|desc='''Serious fever''' - Reduces focus stat, may stun. Typical warning sign of more dangerous syndromes.}}&lt;br /&gt;
{{HealthStatus table row|symbol=F+|color=4:0:1|desc='''Moderate fever''' - Reduces focus stat. Typical warning sign of more dangerous syndromes.}}&lt;br /&gt;
{{HealthStatus table row|symbol=F&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=4:0:1|desc='''Slight fever''' - Reduces focus stat. Relatively harmless.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Dz|color=3:0:1|desc='''Dizzy''' - Commonly caused by snake venom syndromes. Causes subject to stumble in a random direction whenever performing an action, depending on severity.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Pn!|color=6:0:1|desc='''Extreme pain''' - The subject will &amp;quot;give into pain&amp;quot; which will interfere with their actions}}&lt;br /&gt;
{{HealthStatus table row|symbol=Pn+|color=6:0:1|desc='''Moderate pain'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=Pn&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:1|desc='''Slight pain'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=St|color=3:0:1|desc='''Stunned''' - The wind has been knocked out of the subject by an unexpected fall, impact, cave-in or takedown. Temporary and harmless in itself.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Exh|color=6:0:1|desc='''Exhausted''' - Caused by taking too many combat actions in a turn?{{verify}}}}&lt;br /&gt;
{{HealthStatus table row|symbol=Ovx|color=6:0:1|desc='''Over-exerted''' - Caused by taking too many combat actions in a turn?{{verify}}}}&lt;br /&gt;
{{HealthStatus table row|symbol=Tir|color=6:0:1|desc='''Tired''' - Caused by taking too many combat actions in a turn?{{verify}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fourth Key Column===&lt;br /&gt;
This column shows breathing problems and various needs (including extreme like starvation and dehydration).&lt;br /&gt;
{{HealthStatus table head}}&lt;br /&gt;
{{HealthStatus table row|symbol=Dr|color=1:0:1|desc='''Drowning''' - Cannot breathe due to being stuck underwater. This is an emergency.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Wd|color=7:0:0|desc='''Winded'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=Br|color=4:0:1|desc='''Cannot breathe''' - Usually indicates severe lung injury or asphyxiation.  Death is imminent unless one lung was injured a long time ago and will finish healing to the point of being able to breathe before subject dies.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Br|color=7:0:0|desc='''Trouble breathing''' - Usually indicates lung injury or extreme exertion}}&lt;br /&gt;
{{HealthStatus table row|symbol=T!|color=4:0:1|desc='''Dehydrated''' - If the subject doesn't receive booze (or [[water]], if hospitalized) they will die.  This is an emergency.}}&lt;br /&gt;
{{HealthStatus table row|symbol=T&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=1:0:1|desc='''Thirsty'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=H!|color=4:0:1|desc='''Starving''' - If the subject doesn't receive food they will die.  This is an emergency.}}&lt;br /&gt;
{{HealthStatus table row|symbol=H&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:0|desc='''Hungry'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=Dw|color=4:0:1|desc='''Very drowsy''' - If the subject doesn't get sleep soon they will go [[insane]]. This is an emergency.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Dw|color=1:0:1|desc='''Drowsy''' - Subject is tired enough to go to bed, but hasn't done so yet. Sometimes indicative of masons stuck behind walls.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Na|color=2:0:1|desc='''Nauseous''' - Symptom of cave adaptation or injury to the guts. The subject may [[vomit]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fifth Key Column===&lt;br /&gt;
This column shows vision and grasping impairment, problems with nerves, and being unable to stand or fly.&lt;br /&gt;
{{HealthStatus table head}}&lt;br /&gt;
{{HealthStatus table row|symbol=V|color=4:0:1|desc='''Vision lost''' - Subject will have a very hard time completing normal tasks}}&lt;br /&gt;
{{HealthStatus table row|symbol=V|color=6:0:1|desc='''Vision impaired''' - Subject will have a hard time completing normal tasks}}&lt;br /&gt;
{{HealthStatus table row|symbol=V|color=7:0:0|desc='''Vision ~impaired''' - Subject will have a slightly hard time completing normal tasks}}&lt;br /&gt;
{{HealthStatus table row|symbol=P|color=2:0:1|desc='''Popped out''' - Subject's intestines have popped out.  Death is imminent.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Sx|color=6:0:1|desc='''Cannot stand''' - Subject can only crawl due to dismemberment or paralysis of the lower body. Subject needs a [[crutch]] to stand or walk.}}&lt;br /&gt;
{{HealthStatus table row|symbol=S&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:1|desc='''Stand impaired''' - Subject has trouble standing due to numbness or injury to the legs. Subject might need a crutch? {{verify}}}}&lt;br /&gt;
{{HealthStatus table row|symbol=Gx|color=6:0:1|desc='''Cannot grasp''' - Subject cannot manipulate objects due to dismemberment or paralysis.}}&lt;br /&gt;
{{HealthStatus table row|symbol=G&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:1|desc='''Grasp impaired''' - Subject has trouble with fine motor control, but can still grasp things. Typically caused by injury or numbness.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Fx|color=6:0:1|desc='''Cannot fly''' - Subject can no longer fly due to paralysis or injury. Applied only to former flyers.}}&lt;br /&gt;
{{HealthStatus table row|symbol=F&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:1|desc='''Flight impaired''' - Subject has trouble flying due to injury. Applied only to flyers.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Mn|color=3:0:1|desc='''Motor nerve''' - A motor nerve has been damaged, which can affect the subject's ability to move, stand, or fly}}&lt;br /&gt;
{{HealthStatus table row|symbol=Sn|color=3:0:1|desc='''Sensory nerve''' - A sensory nerve has been damaged, which can affect the subject's ability to feel sensations, to see, and to breathe{{verify}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sixth Key Column===&lt;br /&gt;
This column shows torn arteries, tendons and ligaments along with fractures and bruising.&lt;br /&gt;
{{HealthStatus table head}}&lt;br /&gt;
{{HealthStatus table row|symbol=A!|color=4:0:1|desc='''Major artery torn''' - Subject will die, no questions asked.}}&lt;br /&gt;
{{HealthStatus table row|symbol=A+|color=4:0:1|desc='''Artery torn''' - Subject will probably suffer bleeding of some type.  This can be an emergency.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Of|color=4:0:1|desc='''Overlapping fracture''' - Typically a limb fracture with severely displaced fragments. A traction bench may be required to reconnect the bones.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Cf|color=4:0:1|desc='''Compound fracture''' - A bone fracture exposed through an open wound. Presents an infection risk.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Tn|color=4:0:1|desc='''Torn tendon''' - Muscle is severed from the bone. Causes severe pain and disables limb?{{verify}}}}&lt;br /&gt;
{{HealthStatus table row|symbol=Tn|color=6:0:1|desc='''Tendon strain''' - Muscle damage. Causes pain and limits movement?{{verify}}}}&lt;br /&gt;
{{HealthStatus table row|symbol=Tn|color=6:0:0|desc='''Tendon bruise''' - Slight muscle damage.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Lg|color=4:0:1|desc='''Torn ligament''' - Broken joint. Causes severe pain and disables limb?{{verify}}}}&lt;br /&gt;
{{HealthStatus table row|symbol=Lg|color=6:0:1|desc='''Ligament strain''' - Joint damage. Causes pain and limits movement? {{verify}}}}&lt;br /&gt;
{{HealthStatus table row|symbol=Lg|color=6:0:0|desc='''Ligament bruise''' - Slight joint damage.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Ns|color=6:0:1|desc='''Need setting''' - A [[bone doctor]] is needed to treat injuries}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Seventh Key Column===&lt;br /&gt;
This column shows broken tissue, different degrees of pain, damage and swelling, and whether the subject has an infection.&lt;br /&gt;
{{HealthStatus table head}}&lt;br /&gt;
{{HealthStatus table row|symbol=X!|color=4:0:1|desc='''Broken tissue'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=D!|color=4:0:1|desc='''Heavy damage''' - Varying degrees of bruising. Typically caused by syndromes.}}&lt;br /&gt;
{{HealthStatus table row|symbol=D+|color=6:0:1|desc='''Moderate damage''' - Varying degrees of bruising. Typically caused by syndromes.}}&lt;br /&gt;
{{HealthStatus table row|symbol=D&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:0|desc='''Light damage''' - Varying degrees of bruising. Typically caused by syndromes.}}&lt;br /&gt;
{{HealthStatus table row|symbol=X&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:1|desc='''Partially broken tissue'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=Pb!|color=6:0:1|desc='''Extreme pain''' - Subject can't take any more and falls unconscious, giving into pain. Threshold depends on subject's willpower stat.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Pb+|color=6:0:1|desc='''Moderate pain'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=Pb&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:1|desc='''Minor pain'''}}&lt;br /&gt;
{{HealthStatus table row|symbol=Sw!|color=6:0:1|desc='''Extreme swelling''' - Typically caused by syndromes. Further impedes use of affected limbs and matures into necrosis. Swelling of the throat can cause suffocation.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Sw+|color=6:0:1|desc='''Medium swelling''' - Typically caused by syndromes. Impedes use of affected limbs.}}&lt;br /&gt;
{{HealthStatus table row|symbol=Sw&amp;lt;sup&amp;gt;~&amp;lt;/sup&amp;gt;|color=6:0:1|desc='''Minor swelling''' - Typically caused by syndromes. Slightly impedes use of affected limbs.}}&lt;br /&gt;
{{HealthStatus table row|symbol=In|color=5:0:1|desc='''Infection''' - Affects open wounds exposed to contaminated/stagnant water or left untreated for too long. Cannot be treated. Subject's health attributes may affect survival rate?{{verify}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Syndrome&amp;diff=167939</id>
		<title>v0.34 Talk:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Syndrome&amp;diff=167939"/>
		<updated>2012-03-18T18:51:58Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Out of date?==&lt;br /&gt;
This article is mostly out of date for DF2012—especially considering how much the syndrome system has been expanded. As of now, syndromes are pretty much the most important part of interactions for modding; not only that, but 34.01 added a whole lot of new tokens. I feel we should make a new article entirely specifically for syndrome tokens. [[User:Putnam3145|Putnam3145]] 05:08, 20 February 2012 (UTC)&lt;br /&gt;
*If the article is out of date, then update it. This is a wiki, after all. --[[User:Quietust|Quietust]] 05:33, 20 February 2012 (UTC)&lt;br /&gt;
*I guess I may have worded that wrong--I was trying to ask if we should make an entire new article specifically for the tokens. [[User:Putnam3145|Putnam3145]] 05:52, 20 February 2012 (UTC)&lt;br /&gt;
== Syndrome??? ==&lt;br /&gt;
So..I'm in a Untamed Wilds environment, a blooming fortress, about 30-40 dwarves, but suddenly I see several workers are being more sluggish than usual. I bring up the Z-health screen and...(The wiki won't let me upload the screenshot.Oh well)&lt;br /&gt;
&lt;br /&gt;
Anyway, six dwarves had Sensory Nerve damage, Motor Nerve Damage and either Impaired Grasp or Ability to stand lost.They sure didn't get into any fight or touch any corpse, yet they had wounds that had been cleaned and sutured...where could this syndrome come from?--[[User:Zoro the Gallade|Zoro the Gallade]] 04:50, 27 February 2012 (UTC)&lt;br /&gt;
:How cold does the weather get out there? --[[User:Quietust|Quietust]] 00:50, 27 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
It's Temperate.Ponds freeze for maybe two months, but thaw out immediately.Also, I just noticed that some of the migrants I get come with this damage already.You think they contracted it offscreen?&lt;br /&gt;
--[[User:Zoro the Gallade|Zoro the Gallade]] 04:50, 27 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Tag Additions==&lt;br /&gt;
Here's a partial(?) list of new syndrome tags that appear in interactions; but I haven't done enough testing to properly add info to the main article&lt;br /&gt;
&lt;br /&gt;
CE_DISPLAY_TILE&lt;br /&gt;
&lt;br /&gt;
CE_DISPLAY_NAME&lt;br /&gt;
&lt;br /&gt;
CE_ADD_TAG&lt;br /&gt;
&lt;br /&gt;
CE_REMOVE_TAG&lt;br /&gt;
&lt;br /&gt;
CE_CAN_DO_INTERACTION&lt;br /&gt;
&lt;br /&gt;
CE_PHYS_ATT_CHANGE&lt;br /&gt;
&lt;br /&gt;
CE_FLASH_TILE&lt;br /&gt;
&lt;br /&gt;
CE_SPEED_CHANGE&lt;br /&gt;
&lt;br /&gt;
CE_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
&lt;br /&gt;
CE_BP_APPEARANCE_MODIFIER&lt;br /&gt;
&lt;br /&gt;
CE_BODY_MAT_INTERACTION&lt;br /&gt;
&lt;br /&gt;
CE_BODY_TRANSFORMATION&lt;br /&gt;
&lt;br /&gt;
CE&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
The article mentions that doctors can help cure syndromes. But is there really anything they can do? I know they get diagnosed but isn't that the end of healthcare for the infected? -- [[User:Qazmlpok|Qazmlpok]] 18:51, 18 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Forgotten_beast&amp;diff=167935</id>
		<title>v0.34:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Forgotten_beast&amp;diff=167935"/>
		<updated>2012-03-18T17:53:37Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Value multiplier is 1, spider FBs can always shoot webs, I've never seen an FB that wasn't a building destroyer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|11:32, 2 October 2010 (UTC)}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
''In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.''&lt;br /&gt;
::--From the Bay12 Games Forums&lt;br /&gt;
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'''Forgotten Beasts''' are subterranean [[Titan]]s; Forgotten Beasts are, essentially, randomized creatures (or procedurally generated for you fancy big-city developer types) composed from a variety of material types, creature bodies / limbs and other additions. These other additions include everything from venomous stings to flame breath.&lt;br /&gt;
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If it has a venomous attack of some sort, it is randomly generated as are the resulting [[symptoms]]. The beast's [[Syndrome#Breath_attacks|breath attack]] is also randomly generated, if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually infecting your entire fort. Decontaminating your soldiers in shallow running water is one way to deal with this problem.  Some beasts breathe fire or shoot [[web]] in lieu of any syndrome-bearing attacks.  Web-shooters are immune to the effects of any webs they, or any other creature, creates and will shoot web even at targets they lack a proper path to. Forgotten beasts based on spiders are also capable of shooting webs, regardless of other special abilities.&lt;br /&gt;
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The number of forgotten beasts cannot be controlled directly, but is influenced by the size of the world. They dwell most often in caverns. All are [[building destroyer]]s, and are almost entirely immune to [[trap]]s (They are trapavoid and nostun but most can be caged if a web is on the cage trap). [[Bridge]]s are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional [[magma]] pit / [[dwarven atom smasher]] designs from working. This is probably one of [[Main:Toady One|Toady One]]'s ways of making the encounters even more [[fun]].&lt;br /&gt;
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Most forgotten beasts can be butchered. Some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Some are not. All forgotten beasts have a value multiplier of 1.&lt;br /&gt;
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One may randomly appear when you reclaim a fortress. Also, they may 'ambush' you.&lt;br /&gt;
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When a forgotten beast appears, the game pauses and you will get a message.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:DF2010ForgottenBeast1.png]]&lt;br /&gt;
&lt;br /&gt;
If you need to kill a Forgotten Beast, order your military to move to the location of the beast. Some beasts however are content not to path to your fortress and will stay dormant underground. &lt;br /&gt;
&lt;br /&gt;
* Some Forgotten Beasts whose bodies are made of liquid or gas die or lose limbs on the first hit; in previous versions, these FBs were effectively immortal. Version 0.31.09 changed &amp;quot;made material-based random headless beasts killable&amp;quot; (by combat). That includes randomly generated Titans too.&lt;br /&gt;
* Other Forgotten Beasts are extremely difficult to kill due to some body compositions, such as being made of very hard materials. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away somehow. Walls stop them. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train reluctant marksdwarves.&lt;br /&gt;
* One method of defeating nearly combat-invulnerable Forgotten Beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them.&lt;br /&gt;
* It is also possible to capture some forgotten beasts in cage traps if they are webbed.&lt;br /&gt;
&lt;br /&gt;
You can prevent Forgotten Beasts from appearing by editing [[d_init.txt]] to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent [[ambush]]es and [[siege]]s from happening.&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* If a beast has a dust attack, the dust will behave like it was from a [[cave-in]], flinging dwarves away (causing further damage if they hit a wall) and knocking them out. {{Bug|3133}}&lt;br /&gt;
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{{Category|Megabeasts}}&lt;br /&gt;
[[ru:DF2012:Forgotten beast]]&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_sea&amp;diff=167921</id>
		<title>v0.34:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_sea&amp;diff=167921"/>
		<updated>2012-03-18T13:04:06Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Undo revision 167903 by 98.200.159.119 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:24, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
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{{Minorspoiler}}&lt;br /&gt;
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The '''Magma sea''' is a large, multi-level 'sea' of [[magma]] that expands across the entire world. These can typically be found by around Z level -120 (though this seems to vary wildly (minimum -5 maximum -450 z level){{verify}}. The '''magma sea''' is always found below the last [[Cavern]] level. &lt;br /&gt;
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It is not uncommon to find multiple z-levels of pillars of [[Raw adamantine]] in the magma sea (in fact, a 3x3 embark square guarantees at least one).&lt;br /&gt;
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In addition, around and under the magma sea is [[semi-molten rock]], which is impassible. There is [[Curious_structure|a catch]] however; [[Hidden_Fun_Stuff|two]], actually.&lt;br /&gt;
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Any items or natural rock walls dropped into the magma sea (specifically, onto &amp;quot;magma flow&amp;quot; tiles above semi-molten rock) will vanish without a trace.&lt;br /&gt;
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==Wildlife==&lt;br /&gt;
* [[Fire imp]]&lt;br /&gt;
* [[Fire man]]&lt;br /&gt;
* [[Fire snake]]&lt;br /&gt;
* [[Magma crab]]&lt;br /&gt;
* [[Magma man]]&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ghost&amp;diff=167013</id>
		<title>v0.34 Talk:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ghost&amp;diff=167013"/>
		<updated>2012-03-16T12:34:42Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
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&lt;div&gt;== they open doors. ==&lt;br /&gt;
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apparently ghosts open doors and hatches.  Should the article say something about this? -[[User:Zazq|Zazq]] 07:09, 3 March 2012 (UTC)&lt;br /&gt;
:Are you certain that they open hatches?  I've only seen them open doors, and that's by being in the same place as the door-- there's no need for them to displace a hatch open a way they do doors. -[[User:Vasiln|Vasiln]] 19:14, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The ghostly peasant has come ==&lt;br /&gt;
Just had this message appear in the same manner as a megabeast or werecreature appearing at my fort.&lt;br /&gt;
:The ghostly peasant Kadol Itebushil has come!  A short, sturdy creature fond of drink and industry&lt;br /&gt;
He doesn't have the description of an angry ghost, and he doesn't appear to be doing anything worse than the other ghosts I have in my fort. -- [[User:Qazmlpok|Qazmlpok]] 12:34, 16 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Clothier%27s_shop&amp;diff=167006</id>
		<title>v0.34:Clothier's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Clothier%27s_shop&amp;diff=167006"/>
		<updated>2012-03-16T02:40:12Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: The odd cancellation messages have been fixed.&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|19:23, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Workshop|name=Clothier's shop|key=k|job=[[Clothesmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Backpack]]&lt;br /&gt;
* [[Bag]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
* [[Quiver]]&lt;br /&gt;
* [[Rope]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
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The '''Clothier's shop''' is a [[workshop]] used by a [[Clothier]] to make [[clothes]], [[rope]]s and [[bag]]s out of [[cloth]] and [[silk]]. It can also be used to [[decoration|sew images]] onto [[finished goods]]. Cloth and silk must be either bought from [[trading|caravans]] or [[weaving|woven]] at a [[loom]].&lt;br /&gt;
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The clothier's shop can be built with any building material, and must be built by a [[dwarf]] with the Clothesmaking [[labor]] enabled.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
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{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Clothesmaking&amp;diff=167005</id>
		<title>v0.34:Clothesmaking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Clothesmaking&amp;diff=167005"/>
		<updated>2012-03-16T02:35:38Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: Creating redirect&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[DF2012:Clothier]]&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Nether-cap&amp;diff=166821</id>
		<title>v0.34:Nether-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Nether-cap&amp;diff=166821"/>
		<updated>2012-03-11T21:15:13Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: They still burn in a furnace.&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|17:18, 24 January 2011 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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'''Nether-caps''' are a type of mushroom-like subterranean tree. Once fully grown, they can be designated for [[wood cutting]] and produce nether-cap [[logs]]. They often grow on muddied rock in the 3rd [[Caverns|underground cavern]] layer and, once discovered, will begin to grow in any suitable environment within your fortress as well.&lt;br /&gt;
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Nether-caps and their products are dark indigo, and they have the unique property of being naturally cold, having a fixed [[temperature]] of 10000°U. This fixed temperature makes nether-cap wood [[magma-safe]], except that nether-cap wood items [[dump]]ed into [[magma]] are destroyed. Nether-cap logs can still be burned into ash or charcoal at a [[wood furnace]].  Despite being at the freezing point, nether-cap never causes [[water]] to turn into [[ice]].&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165532</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165532"/>
		<updated>2012-03-05T22:55:31Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
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&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
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I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
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et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
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:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
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Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
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I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
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Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
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A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
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: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
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--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
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-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
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-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
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-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
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Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
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I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
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- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
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Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
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&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
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Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
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== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
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Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165479</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165479"/>
		<updated>2012-03-05T03:05:50Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165449</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165449"/>
		<updated>2012-03-04T17:37:10Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adventurer_mode&amp;diff=165416</id>
		<title>v0.34 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adventurer_mode&amp;diff=165416"/>
		<updated>2012-03-03T16:46:00Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You're welcome [[User: (i have no account)|Not Available]] 14:25, 25 February 2012 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we move some text or something from the older versions? its terrible having nothing here&lt;br /&gt;
[[User:Headjack|Headjack]] 20:25, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reading==&lt;br /&gt;
&lt;br /&gt;
There's no mention of reading on here. I assume it lets one read necromantic tomes and the like, but what is the effect of higher levels, for example? It would be nice if someone who knows could add that information to this page. --[[User:Zombiejustice|Zombiejustice]] 14:49, 3 March 2012 (UTC)&lt;br /&gt;
:From my experience, reading books and slabs doesn't train the reading skill. I don't believe there is any difference between novice and legendary reader, and there's no way to raise reader past the starting value yet. -- [[User:Qazmlpok|Qazmlpok]] 16:46, 3 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165310</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165310"/>
		<updated>2012-03-01T13:41:34Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Shrub&amp;diff=165229</id>
		<title>v0.34:Shrub</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Shrub&amp;diff=165229"/>
		<updated>2012-02-29T04:15:59Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: /* Harvesting */ Peasant is failing to harvest anything useful from underground shrubs frequently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
A '''shrub''' is a small [[plant]] that grows naturally, as opposed to a domesticated [[farm]] crop.  They can be found all over the world in [[grass]]y areas, [[savanna]]s, [[forest]]s, and [[desert]]s.  They will also sprout on soil and muddy stone underground if a [[cavern]] has been breached.  Shrubs are instrumental for [[plant gathering]], and in environments with a significant amount of [[vegetation]] they can be an excellent supply of food.  Gathering shrubs also serves to provide a supply of [[seed]]s for use in planting surface [[crop]]s, such as [[longland grass]] and [[wild strawberry|wild strawberries]].&lt;br /&gt;
&lt;br /&gt;
==Harvesting==&lt;br /&gt;
Shrubs can be collected by dwarves with the [[plant gathering]] labor enabled in order to produce plant items. Early on, shrubs are an important source of seeds for growing an above ground [[farm plot]]. Harvesting subterranean shrubs grown on a smoothed floor will make the floor rough.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To collect plants, find green, healthy bushes – {{tile|&amp;quot;|2:0:0}} – rather than the dead or dried up brown ones – {{tile|&amp;quot;|6:0:0}} – and {{Key|d}}esignate them for {{Key|p}}lant gathering. Dwarves with the herbalism labor enabled and little else to do will rush out and start trying to gather plants. When an herbalist attempts to collect plants from an aboveground shrub, there is a high probability that he or she will fail to glean anything usable from it, regardless of their skill. There is usually plenty of available vegetation however, so designate a wide area and leave them to it.  &lt;br /&gt;
&lt;br /&gt;
Most plants collected from bushes can be brewed or cooked, and some can be used as [[dye]]s. Brewing or eating (but not cooking) plants will produce seeds, which can then be planted on outdoor farms. A [[stockpile]] should be created for storing the collected plants, or they will just be left outside to shrivel up in the sun. A general food stockpile will do, but a custom [[stockpile]] for specific plants will prevent the stockpile filling up with other junk.&lt;br /&gt;
&lt;br /&gt;
==Extra information==&lt;br /&gt;
A shrub is a type of map tile, similar to [[tree]]s and [[wall]]s in that they are a state that can be designated for action, such as to be dug out or removed. They only occur naturally but tend to grow up very frequently during the year. &lt;br /&gt;
&lt;br /&gt;
Underground shrubs, unlike those found on the surface, appear as color-coded colons rather than green quotation marks – {{tile|:|5:0:0}} for [[plump helmet]]s, {{tile|:|4:0:1}} for [[sweet pod]]s, {{tile|:|7:0:1}} for [[cave wheat]], {{tile|:|1:0:1}} for [[dimple cup]]s, and {{tile|:|7:0:0}} for [[pig tail]]s or [[quarry bush]]es.&lt;br /&gt;
&lt;br /&gt;
In [[Dwarf fortress mode|fortress mode]], it is not possible to know what type of plant an above-ground shrub will produce until it has been harvested.  In [[adventure mode]], however, all shrubs are clearly identifiable upon examination.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[List of crops]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
* [[Tree]]&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=165042</id>
		<title>v0.34 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=165042"/>
		<updated>2012-02-25T14:43:28Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--Saw the thought &amp;quot;admired own fine, tastefully arranged, statue lately&amp;quot;. Tastefully arranged is a new one to me.&lt;br /&gt;
Anyone know how or why it arises? [[User:Headjack|Headjack]] 04:43, 25 February 2012 (UTC)&lt;br /&gt;
:[[Sculpture garden]]. All furniture within is considered &amp;quot;tastefully arranged&amp;quot;. I'm assuming it was assigned to that dwarf as well given the &amp;quot;own&amp;quot; modifier. -- [[User:Qazmlpok|Qazmlpok]] 14:43, 25 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=164532</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=164532"/>
		<updated>2012-02-21T13:20:34Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=164485</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=164485"/>
		<updated>2012-02-20T18:50:14Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;---Adding a bunch of vampire insights. Does anyone know the conditions for them to turn mortal dwarves? There needs to be an inquisitor noble position, so he can go around and root these guys out instead of me; ive thrown three vamps into lava today. Either that or make the sheriff actually go around investigating things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=158370</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=158370"/>
		<updated>2011-12-12T21:47:15Z</updated>

		<summary type="html">&lt;p&gt;Qazmlpok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== v0.31.21==&lt;br /&gt;
&amp;quot;Update: As of v0.31.21, using the above method to disarm hostiles will only come into effect after the cages with hostiles in them have been built. Use b-j-x to select the cage with the hostile in the build menu and then after completion they will be stripped and disarmed.&amp;quot;&lt;br /&gt;
In my current fort (v0.31.25)this does not seem to be the case. I can strip goblins naked and disarm them without building the cages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage your dwarfs and save them later ==&lt;br /&gt;
&lt;br /&gt;
I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:GCS webbed cage trap, captures anything.  Unfortunately your dwarves will dehydrate quickly, because only prison inmates are given water. --[[User:Girlinhat|Girlinhat]] 17:26, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is that confirmed for 2010? I recalls being able to build cages with dwarves in them and being watered back in 40d, and I -think- I've seen it happen a few times during my first few forts in 31.18. For OP, cave-in dust will knock them unconscious and trigger traps, as well as unconsciousness or stun from other sources. [[User:AutomataKittay|AutomataKittay]] 09:55, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually I've seen caged dwarves getting water when the cause was not justice. A blacksmith of mine decided to take a friggin nap on top of my row upon row of cage traps and after building the cage I had to wait a few months for the mechanic to get his thumbs out of his nether regions and build the mechanisms and link them to the cage so I could free the little idiot of a blacksmith. At one point Urist McUselessNoble came around with a bucket to give the guy some water. Unfortunately I didn't think of saving to provide proof. --[[User:Egodeus|Egodeus]] 13:52, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got the same problem when set up my zoo. You can't say that animal lifespan is over if you get message &amp;quot;Stray Panda(Tame) died from starvation&amp;quot;. How can you feed animals in your zoo, my dwarfs seems to not do it?&lt;br /&gt;
:If they starve, it's because '''you need to let them graze'''. Pandas in particular can only graze on bamboo. --[[User:Quietust|Quietust]] 15:13, 1 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
The thief may have gotten away the first time, but he is still in the pit's list as needing to be pitted.  Once he was in another cage, the pit made a task to throw him in it again.  He simply didn't escape the second time.&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
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== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
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== Selling caged creatures ==&lt;br /&gt;
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I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
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::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
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== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
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The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
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:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
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I just had an Elk Bird escape unassisted from a cage (he had been caught in a cave trap and the cage was just sitting there) So I don't think this has to do with gremlin mischeviousness. In fact, I understand Gremlins can only open constructed cages.&lt;br /&gt;
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:Gremlins can open unconstructed cages as well.  An unobserved cage trap in the caverns is precisely the sort of place that gremlins are most likely to strike-- they don't get revealed because nobody is around to see them.[[Special:Contributions/98.203.173.56|98.203.173.56]] 00:45, 29 July 2011 (UTC)&lt;br /&gt;
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== Goblin just escaped from a hauled cage ==&lt;br /&gt;
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This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
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== Dead caravans and caged animals ==&lt;br /&gt;
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I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;br /&gt;
:&amp;quot;any animals they had caged will only become friendly, you won't actually own them. If you wait some time (2-3 months), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&amp;quot; ([[Trading#Exploits]])&lt;br /&gt;
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:Are all of these methods don't work?&lt;br /&gt;
:*assign animal to the pit&lt;br /&gt;
:*build the cage and deconstruct it with lever&lt;br /&gt;
:*assign animal to the other built cage, and while the animal follows some dwarf, unassign it and/or forbid/deconstruct &amp;quot;target&amp;quot; cage; forbid/dump now empty &amp;quot;source&amp;quot; cage too, if the animal tends to return back in it; maybe cancelling related job in 'j' screen rather than unasigning will do the thing&lt;br /&gt;
:*while caravan is on map, designate the cage to be trading; some dwarf will bring to the depot only the cage, but the animal must be released due to bug&lt;br /&gt;
:*build the cage in area infested by gremlins, if you are &amp;quot;lucky&amp;quot; to have them on map&lt;br /&gt;
:*for wooden cage: can we set it on fire and extinguish just when the cage is destroyed but the animal is alive?&lt;br /&gt;
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== Releasing an animal from cage ==&lt;br /&gt;
When you buy animals in cages, the only way to release them seems to be making them available for being taken as pets and then assigning them to pastures.&lt;br /&gt;
:I've had no problem just assigning them to pastures or other cages... --[[User:MisterB777|MisterB777]] 00:34, 26 July 2011 (UTC)&lt;br /&gt;
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== Items teleporting from creatures killed in cages ==&lt;br /&gt;
It says here and on I think magma page that the items of creatures killed by magma while inside a cage will teleport to the place where the creature was caged, but even though my preferred method of emptying my nickel cages of goblins is letting them soak in a magma bath I've never seen this happening. And this is after disposing I believe some hundreds of goblins this way. Their clothes will stay on the spot the cage was when they died and not magically teleport to my entrance and promptly burn to a crisp. After obsidian casting I just reclaim my cages and the resulting goblinite for melting. If someone has evidence of this happening in recent versions of the game, please upload a video of it happening or at least say here that it does happen. Otherwise I'll remove the comments from where they are in a few days. --[[User:Egodeus|Egodeus]] 06:58, 1 July 2011 (UTC)&lt;br /&gt;
:I believe that section was carried over from 40d page, where it was mentioned and rumored to happen. I haven't heard of any such event for 2010, myself. [[User:AutomataKittay|AutomataKittay]] 09:49, 1 July 2011 (UTC)&lt;br /&gt;
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== Captive breeding ==&lt;br /&gt;
Caged wild animals appear to keep breeding, and aging.  Could this be used for breeding grass eating animals or do wild animals need to eat too?  This happened when I had a bunch of badgers from a cage trap and some of the sows gave birth, is it possible that they were already pregnant?&lt;br /&gt;
:Yes, this is generally how it works. Animals which were already pregnant before being put into a cage will still give birth while in the cage, but they need time out of the cage to get pregnant again. That said, I don't know specifically how wild animals relate to the usual breeding rules. I wouldn't have thought a wild animal could get pregnant at all, but probably it is only that they rarely stay on your map long enough to give birth once becoming pregnant. Were the young wild themselves or pre-tamed? [[User:Niveras|Niveras]] 09:54, 13 September 2011 (UTC)&lt;br /&gt;
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:The young were still wild.  So could you still pit or restrain wild animals and breed them for animals that can't survive if they are tame(like elephants)?&lt;br /&gt;
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== Caged dwarves ==&lt;br /&gt;
Occasionally dwarves fall into cage traps in the heat of combat or after contacting random syndromes. My normal method of releasing creatures from cages (assign to a pasture/pit) doesn't work for dwarves, so I was forced to construct the cage as a building, then unmark the occupant. This did create a &amp;quot;Release large creature&amp;quot; job in the jobs list, but no one actually took the job despite having idlers. I had to turn on one of the Hunting/Related labors for the dwarves to pick up that task. I'm not sure which though, since I just turned them all on (except hunting, since they'd pickup equipment first). Which labor is needed for freeing dwarves? None of the descriptions really apply. -- [[User:Qazmlpok|Qazmlpok]] 21:47, 12 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qazmlpok</name></author>
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