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	<updated>2026-10-03T17:21:59Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slavery&amp;diff=320775</id>
		<title>Slavery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slavery&amp;diff=320775"/>
		<updated>2026-10-03T15:18:52Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Civilizational attitudes */ add Kobold/Subterranean, add links, state attitudes directly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes slavery only as represented by the game mechanics, world generation and fictional setting of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Slavery is not a major gameplay mechanic in ''Dwarf Fortress'', but the concept occurs in several parts of the game. [[Legends|Historical]] figures can become enslaved during [[world generation]], and slavery can also occur through several distinct game mechanics.&lt;br /&gt;
The game represents several forms of enslavement, including:&lt;br /&gt;
* Child enslavement — [[Goblin]] snatchers abduct [[children]], who may subsequently become slaves.&lt;br /&gt;
* Forced domestication — Goblins can enslave [[Troll]]s and use them as mounts, haulers or war animals.&lt;br /&gt;
* War slavery — [[Civilization]]s can enslave defeated enemies and bring them back to their settlements.&lt;br /&gt;
* Undead servitude — [[Undead]] creatures raised by [[necromancer]]s can be regarded as being under the control of their creator.&lt;br /&gt;
* Slaves of Armok — The game's subtitle; '''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress''', uses slavery as part of the game's fictional terminology.&lt;br /&gt;
&lt;br /&gt;
=Civilizational attitudes=&lt;br /&gt;
Slavery is also represented in the game's ethics system, which determines how different civilizations regard the practice.&lt;br /&gt;
&lt;br /&gt;
The vanilla civilization definitions specify the following [[Ethic|ethical attitudes]] toward slavery:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Civilization!!Attitude toward slavery&lt;br /&gt;
|-&lt;br /&gt;
|[[Human]]s||Acceptable&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblin]]s||Personal matter&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf|Elves]]||Punishable by exile&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf|Dwarves]]||Punishable by death&lt;br /&gt;
|-&lt;br /&gt;
|[[Kobold]]s||Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal person|Subterranean animal peoples]]||Unthinkable&lt;br /&gt;
|}&lt;br /&gt;
These attitudes primarily determine how a civilization reacts to slavery as an ethical issue. They should not be confused with the separate mechanics through which slavery actually occurs.&lt;br /&gt;
&lt;br /&gt;
=Slavery in world generation=&lt;br /&gt;
During world generation, [[historical figure]]s can become enslaved. In mechanical terms, enslavement is closely related to imprisonment: an enslaved historical figure can potentially escape.&lt;br /&gt;
&lt;br /&gt;
Slavery is unlikely to have a direct impact on the game when playing in [[Adventurer mode|adventure]] or [[Dwarf fortress mode|fortress mode]], where it is most likely to be seen in descriptions of historical events. Specific examples of how slavery is represented or implemented by the game can be seen in:&lt;br /&gt;
*A civilizations' ethics.&lt;br /&gt;
*The various [[String_dump/raw|strings]] used by the game in [[language]]s, [[speech]] and descriptive texts.&lt;br /&gt;
*Two explicit [[unit type token]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples of possible references:&lt;br /&gt;
* &amp;quot;the end of the former enslavement of&amp;quot;&lt;br /&gt;
* &amp;quot;escaped from the slavery of&amp;quot;&lt;br /&gt;
* &amp;quot;escaped from the slavery of&amp;quot; / &amp;quot;escaped from the prisons of&amp;quot;&lt;br /&gt;
* &amp;quot;was enslaved by&amp;quot; / &amp;quot;was imprisoned by&amp;quot;&lt;br /&gt;
* &amp;quot;the enslavement&amp;quot; / &amp;quot;the imprisonment&amp;quot;&lt;br /&gt;
* &amp;quot;as a former slave of&amp;quot; / &amp;quot;as a former prisoner of&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Child enslavement=&lt;br /&gt;
Goblins are particularly associated with the abduction of [[children]]. Goblin snatchers can enter settlements and abduct children. Abducted children can become part of the goblin civilization, rather than remaining members of their original civilization.&lt;br /&gt;
Children can potentially be recovered through a citizen recovery mission, while adventurers can also encounter and rescue captives through quests.&lt;br /&gt;
See:&lt;br /&gt;
* [[Thief#Goblin_snatchers|Goblin snatchers]]&lt;br /&gt;
* [[Mission|Missions]]&lt;br /&gt;
* [[Quest|Quests]]&lt;br /&gt;
&lt;br /&gt;
= Troll enslavement / forced domestication / sentient livestock= &lt;br /&gt;
[[Goblin|Goblins]] can also enslave [[Troll|Trolls]]. This is mechanically different from human-style war slavery. The Troll is treated as an animal-like creature under goblin control and can be used for purposes such as:&lt;br /&gt;
* carrying loads;&lt;br /&gt;
* pulling;&lt;br /&gt;
* riding;&lt;br /&gt;
* combat.&lt;br /&gt;
This creates a distinction between sapient creatures that are treated as animals and ordinary domesticated animals.&lt;br /&gt;
This form of enslavement is particularly relevant to modding, because the {{token|ANIMAL|entity}} token can cause a creature to be treated mechanically as an animal, even when the creature is otherwise sapient.&lt;br /&gt;
The relevant distinction is between:&lt;br /&gt;
 * a creature being part of the civilization's main race;&lt;br /&gt;
 * a creature being defined as an animal or special animal caste;&lt;br /&gt;
 * a creature being treated as a pet;&lt;br /&gt;
 * a creature being used as a mount, puller or hauler.&lt;br /&gt;
This can produce a situation in which a creature is biologically or culturally sapient but is mechanically handled as livestock or a domesticated animal.&lt;br /&gt;
&lt;br /&gt;
=War slavery=&lt;br /&gt;
&lt;br /&gt;
Civilizations can enslave defeated enemies and take them back to their settlements. This can be described as spoils-of-war slavery or war enslavement.&lt;br /&gt;
&lt;br /&gt;
The ethics value for slavery also affects whether a civilization is willing to accept caged sapient creatures from merchants.&lt;br /&gt;
&lt;br /&gt;
Higher or lower ethical values appear to have relatively limited mechanical consequences, beyond determining whether the civilization permits slavery at all. The ethical value therefore primarily establishes the civilization's attitude toward the practice rather than providing a detailed slavery simulation.&lt;br /&gt;
&lt;br /&gt;
=Undead servitude=&lt;br /&gt;
[[Necromancer|Necromancers]] can raise dead creatures as [[Undead]]. The resulting undead are generally under the control of the necromancer who created them.&lt;br /&gt;
This can be interpreted as another form of forced servitude, although the game does not necessarily classify undead as slaves in the same mechanical sense as enslaved historical figures.&lt;br /&gt;
&lt;br /&gt;
=Modding Slavery=&lt;br /&gt;
There is no dedicated `SLAVE` creature mechanic in ''Dwarf Fortress''. A [[Modding|mod]] can simulate slavery through the use of [[Entity token#Animal definitions|ANIMAL entity tokens]], and referencing a creature with specific [[creature token]]s such as {{token|PACK_ANIMAL}} and {{token|PET}}. There are three main approaches, all of which rely on the creature in question being explicitly defined per-civlization (entity).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Modding approaches&lt;br /&gt;
|-&lt;br /&gt;
! Method !! Description !! Can be embarked with !! Can be traded !! Has slave-population in worldgen !! Can be trained !! Can have labours !! Can have a specific interaction !! Can have specific traits  !! Can have a pet value !! Slave can be married to non-slave and have kids || Graphic modding needed &lt;br /&gt;
|-&lt;br /&gt;
| Existing creature as ANIMAL || Use ANIMAL tokens within an entity to define an existing creature itself. || Yes || Yes || Yes || If non-speaking || If [CAN_LEARN]| No || No || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
| Special caste as ANIMAL || Add a special caste to an existing creature and use ANIMAL_CASTE_TOKEN to define it within an entity. || Yes for the special caste, but not the main race || both || No || If non-speaking || If [CAN_LEARN] || Only for the special caste || Only for the special caste ||Yes, both || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Creature copy as ANIMAL|| Create a copy of the original creature and define the copy using ANIMAL entity tokens. || Yes for the special creature, but not for the main race  || both || Yes || If non-speaking || If [CAN_LEARN] || Only for the special creature || Only for the special creature || Yes, both || No || Yes&lt;br /&gt;
|}&lt;br /&gt;
* Can be embarked with: creatures can be selected as livestock animals&lt;br /&gt;
* Can be traded: can be selected in the trade agreement&lt;br /&gt;
* Can have a specific interaction: an interaction specifically for this slave-creature can be defined&lt;br /&gt;
* Can have specific traits: tokens as desired can be assigned to the slave-creature. &lt;br /&gt;
&lt;br /&gt;
The choice depends on the desired behaviour. A special caste is useful when the enslaved version should remain closely connected to the original creature — i.e. if dwarves should be able to enslave other dwarves. A separate creature provides more freedom when the enslaved version needs substantially different properties — i.e. if there is a specific &amp;quot;House Elf&amp;quot; creature that is expected to always be enslaved.&lt;br /&gt;
&lt;br /&gt;
==Sapience and Assigning Tasks==&lt;br /&gt;
You can assign tasks to a creature with ANIMAL entity tokens if they have the creature tokens {{token|CAN_LEARN}} and {{token|CAN_SPEAK}}.&lt;br /&gt;
&lt;br /&gt;
The CAN_LEARN tag will also mean that the game classes a creature as sapient, which comes with certain limitations on how they can be treated and interacted with. For instance, sapient creatures cannot normally be milked or butchered. Either token will allow a creature to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
For a more detailed and philosophical analysis on the topic of sapience, within the context of ''Dwarf Fortress'', see [[Person]].&lt;br /&gt;
&lt;br /&gt;
==How to make them show up==&lt;br /&gt;
For creatures that do not naturally spawn, you need {{token|ANIMAL_ALWAYS_PRESENT|entity}}, otherwise, the civ only has them available if they somehow domesticated them. You need {{token|ANIMAL_ALWAYS_PET|entity}} to make them selectable for embark.&lt;br /&gt;
&lt;br /&gt;
==Other notes about [ANIMAL] sapients==&lt;br /&gt;
* They can be assigned a (bed)room&lt;br /&gt;
* They can be assigned positions like tavern keeper or priest, but never any of the noble positions&lt;br /&gt;
* They cannot be assigned a pond or pit and cannot be tied to a rope&lt;br /&gt;
* They cannot be assigned to a trainer&lt;br /&gt;
* If an ANIMAL-sapient is brought by the merchants, they will come clothed and the merchants will charge extra for the clothing. &lt;br /&gt;
* Their thoughts can be viewed in full detail. &lt;br /&gt;
* They can be expelled. They do not seem to form any relationships at all. &lt;br /&gt;
* If they cannot speak, they are listed as livestock, but cannot be assigned labours, so they can be assigned labours if they are able to speak.&lt;br /&gt;
* If they cannot speak, they are trainable&lt;br /&gt;
Whether they will petition for citizenship has yet to be verified.&lt;br /&gt;
* If you catch a hostile creature in a war, they cannot be pacified. They can, however, be sold to traders.&lt;br /&gt;
* If you attack a site that is inhabited by a sapient creature that is defined as an animal by your civilization, you cannot capture them as livestock.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
A modder who wants dwarves to have an enslaved caste can add a special `SLAVE` caste to the dwarf creature, making use of the appropriate creature tags detailed above. Setting its population ratio to `0` prevents enslaved dwarves from appearing as a separate natural population, while still allowing the caste to be used for individual enslaved dwarves.&lt;br /&gt;
&lt;br /&gt;
For elves or other races, a separate copy of the creature can instead be used as the enslaved version. This provides more control over its properties, but the game treats it as a different creature.&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Obsidian_farming&amp;diff=320526</id>
		<title>v0.34:Obsidian farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Obsidian_farming&amp;diff=320526"/>
		<updated>2026-09-30T14:17:52Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:58, 29 April 2013 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
Obsidian farming is a method of producing [[obsidian]] efficiently. When [[magma]] contacts [[water]], a tile of unworked obsidian spawns on the meeting point and both fluids disappear from that tile. Obsidian is a moderately-valuable [[stone]] and both magma and water are renewable, resulting in a theoretically infinite supply of mid-value stone goods.&lt;br /&gt;
&lt;br /&gt;
== Floodgate method ==&lt;br /&gt;
&lt;br /&gt;
A typical method of farming is as follows:&lt;br /&gt;
* A rectangle hall, 2 z-levels high is dug out/constructed&lt;br /&gt;
* Lower level of the hall is fed magma from a [[pump]] (otherwise it will fill very slowly)&lt;br /&gt;
* Upper level of the hall is covered in water ([[pump]] is a good idea too)&lt;br /&gt;
* Water gets removed (by a [[pump]], opened floodgate etc.)&lt;br /&gt;
* Resulting obsidian (on the lower level) is designated for ramping or channeling (floor between levels needs to be removed for the farm to be reused)&lt;br /&gt;
&lt;br /&gt;
For more advanced farms, one can have multiple layers of magma and water - each new layer adds another layer of obsidian, so this method is far more efficient (N - number of fluid layers, (N-1) - number of obsidian layers). Your dwarven ingenuity should be shouting &amp;quot;OBSIDIAN FORTRESS&amp;quot; by now, by the way.&lt;br /&gt;
&lt;br /&gt;
== Bridge method ==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
      z              z-1           z-2&lt;br /&gt;
 ╔══════════╗   ╔══════════╗   ╔══════════╗ &lt;br /&gt;
 ║[#B0B]╔[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]╗[#BB0]┼   ║..........[#BB0]┼   ║++++++++++[#BB0]┼ &lt;br /&gt;
 ║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║  .[#0BB]╬..........║   ║++++++++++║ &lt;br /&gt;
 ╝[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........[#0BB]╬.  ║++++++++++║ &lt;br /&gt;
[#44F]W[#FFF]╥[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++╚ &lt;br /&gt;
[#44F]W[#FFF]║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++[#0F0]X[#F00]M&lt;br /&gt;
[#44F]W[#FFF]╨[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++╔ &lt;br /&gt;
 ╗[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........[#0BB]╬.  ║++++++++++║ &lt;br /&gt;
 ║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║  .[#0BB]╬..........║   ║++++++++++║ &lt;br /&gt;
 ║[#B0B]╚[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]╝║   ║..........║   ║++++++++++║ &lt;br /&gt;
 ╚══════════╝   ╚══════════╝   ╚══════════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another, possibly simpler, design is 3 z-levels high:&lt;br /&gt;
* Uppermost level contains a water reservoir, the floor is channeled out and covered with a retracting bridge (shown in purple), to drop water '''when needed''', and, optionally, a raising bridge (in white) to control water flow; the combination of retracting and raising bridges will result in a measuring reservoir, which drops no more water than necessary. It may also include a door for maintenance purposes.&lt;br /&gt;
* Middle level is an access room; floor may be channeled out or ramped out from below, but it should not be there. It should include an access door, and optional drains to remove excess water (shown in cyan); the spare water may be pumped back to the reservoir, dumped in the caverns or an aquifer, or left in a large room to evaporate. Outside the farm must be two levers; one controls the bridges in the water reservoir, one which controls the magma floodgate.&lt;br /&gt;
* Lower level is the magma reservoir; the floor should be intact. The magma supply should be controlled by a [[magma-safe]] floodgate (shown in green). Again, this level may include a magma-safe door for maintenance access.&lt;br /&gt;
&lt;br /&gt;
Requirements: &lt;br /&gt;
* 6 mechanisms (8 if measuring reservoir is used), one of which must be magma-safe.&lt;br /&gt;
* 1 magma-safe floodgate&lt;br /&gt;
* 1 bridge (2 if measuring reservoir is used)&lt;br /&gt;
* 3 z-levels you're willing to dedicate to an obsidian farm, with easy access to water and magma.&lt;br /&gt;
&lt;br /&gt;
Operating instructions:&lt;br /&gt;
# Open the floodgate and flood the lower level with magma.&lt;br /&gt;
# Close the floodgate.&lt;br /&gt;
# Retract bridge and drop the water onto the magma.&lt;br /&gt;
# Unretract the bridge.&lt;br /&gt;
# If necessary, wait until any excess water has drained away - if you built a measuring reservoir, there should be no water left on top.&lt;br /&gt;
# Mine the obsidian using channels/ramps.&lt;br /&gt;
# Haul the obsidian stones to a stockpile.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
As a bonus, the obsidian casting process can also serve as a convenient garbage disposal.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
*'''Make sure that the Temperature setting is enabled in the [[d_init.txt]] file for obsidian farming to be feasible'''; otherwise, the tiles will not cool down after the obsidian is formed, and dwarves will refuse to get close, thinking it incandescent despite no magma being present.&lt;br /&gt;
*Keep in mind all usual precautions for handling big amounts of both [[water]] and [[magma]].&lt;br /&gt;
*Magma tends to flow rather slowly unless pumped, compared to water which can benefit from pressure naturally. Because of this, it's always preferable to pump magma rather than letting it flow, even when the obsidian farming chamber is on the same z-level as magma, or it might take much longer than you'd expect. Pumped magma however ''will'' be pushed up by pressure, up to the z-level of the pump.&lt;br /&gt;
*When pouring water over magma without dispensing the exact amount, you'll probably end up with excess water on top of the obsidian. Make sure your design includes a way to easily dispose of this water.&lt;br /&gt;
*For the same reason it's usually better to drop water onto magma and not the other way around - excess water is much more manageable than excess magma.&lt;br /&gt;
*Remember to turn off any magma inflow before digging out obsidian, or the moment the obsidian holding it off gets dug out the magma will resume flowing, likely leading to [[Fire]] and [[Fun]].&lt;br /&gt;
*Note that if you add water to a tile which is as little as 1/7th full of magma, you'll create a full block of obsidian. This is particularly useful when you're operating a repeatable [[magma piston]] since one block of obsidian will displace 7/7 units of magma, and you'll only need 1-2 units of magma to make a block of obsidian to get 7 units of magma.&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Obsidian_farming&amp;diff=320525</id>
		<title>DF2014:Obsidian farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Obsidian_farming&amp;diff=320525"/>
		<updated>2026-09-30T14:17:41Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:58, 29 April 2013 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
'''Obsidian farming''' is a method of producing [[obsidian]] efficiently. When [[magma]] contacts [[water]], a tile of unworked obsidian spawns on the meeting point and both fluids disappear from that tile. Obsidian is a moderately-valuable [[stone]] and both magma and water are renewable, resulting in a theoretically infinite supply of mid-value stone goods.&lt;br /&gt;
&lt;br /&gt;
== Floodgate method ==&lt;br /&gt;
&lt;br /&gt;
A typical method of farming is as follows:&lt;br /&gt;
* A rectangle hall, 2 z-levels high is dug out/constructed&lt;br /&gt;
* Lower level of the hall is fed magma from a [[Screw pump|pump]] (otherwise it will fill very slowly)&lt;br /&gt;
* Upper level of the hall is covered in water ([[Screw pump|pump]] is a good idea too)&lt;br /&gt;
* Water gets removed (by a [[Screw pump|pump]], opened floodgate etc.)&lt;br /&gt;
* Resulting obsidian (on the lower level) is designated for ramping or channeling (floor between levels needs to be removed for the farm to be reused)&lt;br /&gt;
&lt;br /&gt;
For more advanced farms, one can have multiple layers of magma and water - each new layer adds another layer of obsidian, so this method is far more efficient (N - number of fluid layers, (N-1) - number of obsidian layers). Your dwarven ingenuity should be shouting &amp;quot;OBSIDIAN FORTRESS&amp;quot; by now, by the way.&lt;br /&gt;
&lt;br /&gt;
== Bridge method ==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
      z              z-1           z-2&lt;br /&gt;
 ╔══════════╗   ╔══════════╗   ╔══════════╗ &lt;br /&gt;
 ║[#B0B]╔[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]╗[#BB0]┼   ║..........[#BB0]┼   ║++++++++++[#BB0]┼ &lt;br /&gt;
 ║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║  .[#0BB]╬..........║   ║++++++++++║ &lt;br /&gt;
 ╝[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........[#0BB]╬.  ║++++++++++║ &lt;br /&gt;
[#44F]W[#FFF]╥[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++╚ &lt;br /&gt;
[#44F]W[#FFF]║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++[#0F0]X[#F00]M&lt;br /&gt;
[#44F]W[#FFF]╨[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++╔ &lt;br /&gt;
 ╗[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........[#0BB]╬.  ║++++++++++║ &lt;br /&gt;
 ║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║  .[#0BB]╬..........║   ║++++++++++║ &lt;br /&gt;
 ║[#B0B]╚[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]╝║   ║..........║   ║++++++++++║ &lt;br /&gt;
 ╚══════════╝   ╚══════════╝   ╚══════════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another, possibly simpler, design is 3 z-levels high:&lt;br /&gt;
* Uppermost level contains a water reservoir, the floor is channeled out and covered with a retracting bridge (shown in purple), to drop water '''when needed''', and, optionally, a raising bridge (in white) to control water flow; the combination of retracting and raising bridges will result in a measuring reservoir, which drops no more water than necessary. It may also include a door for maintenance purposes.&lt;br /&gt;
* Middle level is an access room; floor may be channeled out or ramped out from below, but it should not be there. It should include an access door, and optional drains to remove excess water (shown in cyan); the spare water may be pumped back to the reservoir, dumped in the caverns or an aquifer, or left in a large room to evaporate. Outside the farm must be two levers; one controls the bridges in the water reservoir, one which controls the magma floodgate.&lt;br /&gt;
* Lower level is the magma reservoir; the floor should be intact. The magma supply should be controlled by a [[magma-safe]] floodgate (shown in green). Again, this level may include a magma-safe door for maintenance access.&lt;br /&gt;
&lt;br /&gt;
Requirements: &lt;br /&gt;
* 6 mechanisms (8 if measuring reservoir is used), one of which must be magma-safe.&lt;br /&gt;
* 1 magma-safe floodgate&lt;br /&gt;
* 1 bridge (2 if measuring reservoir is used)&lt;br /&gt;
* 3 z-levels you're willing to dedicate to an obsidian farm, with easy access to water and magma.&lt;br /&gt;
&lt;br /&gt;
Operating instructions:&lt;br /&gt;
# Open the floodgate and flood the lower level with magma.&lt;br /&gt;
# Close the floodgate.&lt;br /&gt;
# Retract bridge and drop the water onto the magma.&lt;br /&gt;
# Unretract the bridge.&lt;br /&gt;
# If necessary, wait until any excess water has drained away - if you built a measuring reservoir, there should be no water left on top.&lt;br /&gt;
# Mine the obsidian using channels/ramps.&lt;br /&gt;
# Haul the obsidian stones to a stockpile.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
As a bonus, the obsidian casting process can also serve as a convenient &amp;lt;s&amp;gt;soap maker&amp;lt;/s&amp;gt; garbage disposal.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
*'''Make sure that the Temperature setting is enabled in the [[d_init.txt]] file for obsidian farming to be feasible'''; otherwise, the tiles will not cool down after the obsidian is formed, and dwarves will refuse to get close, thinking it incandescent despite no magma being present.&lt;br /&gt;
*Keep in mind all usual precautions for handling big amounts of both [[water]] and [[magma]].&lt;br /&gt;
*Magma tends to flow rather slowly unless pumped, compared to water which can benefit from pressure naturally. Because of this, it's always preferable to pump magma rather than letting it flow, even when the obsidian farming chamber is on the same z-level as magma, or it might take much longer than you'd expect. Pumped magma however ''will'' be pushed up by pressure, up to the z-level of the pump.&lt;br /&gt;
*When pouring water over magma without dispensing the exact amount, you'll probably end up with excess water on top of the obsidian. Make sure your design includes a way to easily dispose of this water.&lt;br /&gt;
*For the same reason it's usually better to drop water onto magma and not the other way around - excess water is much more manageable than excess magma.&lt;br /&gt;
*Remember to turn off any inflow before digging out obsidian, or the moment the obsidian holding it off gets dug out it will resume flowing, likely leading to !![[Fun]]!!.&lt;br /&gt;
*Note that if you add water to a tile which is as little as 1/7th full of magma, you'll create a full block of obsidian. This is particularly useful when you're operating a repeatable [[magma piston]] since one block of obsidian will displace 7/7 units of magma, and you'll only need 1-2 units of magma to make a block of obsidian to get 7 units of magma.&lt;br /&gt;
[[ru:Obsidian farming]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian_farming&amp;diff=320524</id>
		<title>Obsidian farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian_farming&amp;diff=320524"/>
		<updated>2026-09-30T14:17:29Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Notes */ unpressurized water and magma flow at exactly the same speed; it's just that most water sources will have some amount of pressure, so they're usually faster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
'''Obsidian farming''' is a method of producing [[obsidian]] efficiently. When [[magma]] contacts [[water]], a tile of unworked obsidian spawns on the meeting point and both fluids disappear from that tile. Obsidian is a moderately-valuable [[stone]] and both magma and water are renewable, resulting in a theoretically infinite supply of mid-value stone goods.&lt;br /&gt;
&lt;br /&gt;
== Floodgate method ==&lt;br /&gt;
&lt;br /&gt;
A typical method of farming is as follows:&lt;br /&gt;
* A rectangle hall, 2 z-levels high is dug out/constructed&lt;br /&gt;
* Lower level of the hall is fed magma from a [[Screw pump|pump]] (otherwise it will fill very slowly)&lt;br /&gt;
* Upper level of the hall is covered in water ([[Screw pump|pump]] is a good idea too)&lt;br /&gt;
* Water gets removed (by a [[Screw pump|pump]], opened floodgate etc.)&lt;br /&gt;
* Resulting obsidian (on the lower level) is designated for ramping or channeling (floor between levels needs to be removed for the farm to be reused)&lt;br /&gt;
&lt;br /&gt;
For more advanced farms, one can have multiple layers of magma and water - each new layer adds another layer of obsidian, so this method is far more efficient (N - number of fluid layers, (N-1) - number of obsidian layers).&lt;br /&gt;
&lt;br /&gt;
== Bridge method ==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
      z              z-1           z-2&lt;br /&gt;
 ╔══════════╗   ╔══════════╗   ╔══════════╗ &lt;br /&gt;
 ║[#B0B]╔[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]╗[#BB0]┼   ║..........[#BB0]┼   ║++++++++++[#BB0]┼ &lt;br /&gt;
 ║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║  .[#0BB]╬..........║   ║++++++++++║ &lt;br /&gt;
 ╝[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........[#0BB]╬.  ║++++++++++║ &lt;br /&gt;
[#44F]W[#FFF]╥[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++║ &lt;br /&gt;
[#44F]W[#FFF]║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++[#0F0]X[#F00]M&lt;br /&gt;
[#44F]W[#FFF]╨[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++║ &lt;br /&gt;
 ╗[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........[#0BB]╬.  ║++++++++++║ &lt;br /&gt;
 ║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║  .[#0BB]╬..........║   ║++++++++++║ &lt;br /&gt;
 ║[#B0B]╚[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]╝║   ║..........║   ║++++++++++║ &lt;br /&gt;
 ╚══════════╝   ╚══════════╝   ╚══════════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another, possibly simpler, design is 3 z-levels high:&lt;br /&gt;
* Uppermost level contains a water reservoir, the floor is channeled out and covered with a retracting bridge (shown in purple), to drop water '''when needed''', and, optionally, a raising bridge (in white) to control water flow; the combination of retracting and raising bridges will result in a measuring reservoir, which drops no more water than necessary. It may also include a door for maintenance purposes.&lt;br /&gt;
* Middle level is an access room; floor may be channeled out or ramped out from below, but it should not be there. It should include an access door, and optional drains to remove excess water (shown in cyan); the spare water may be pumped back to the reservoir, dumped in the caverns or an aquifer, or left in a large room to evaporate. Outside the farm must be two levers; one controls the bridges in the water reservoir, one which controls the magma floodgate.&lt;br /&gt;
* Lower level is the magma reservoir; the floor should be intact. The magma supply should be controlled by a [[magma-safe]] floodgate (shown in green). Again, this level may include a magma-safe door for maintenance access.&lt;br /&gt;
&lt;br /&gt;
Requirements: &lt;br /&gt;
* 6 mechanisms (8 if measuring reservoir is used), one of which must be magma-safe.&lt;br /&gt;
* 1 magma-safe floodgate&lt;br /&gt;
* 1 bridge (2 if measuring reservoir is used)&lt;br /&gt;
* 3 z-levels you're willing to dedicate to an obsidian farm, with easy access to water and magma.&lt;br /&gt;
&lt;br /&gt;
Operating instructions:&lt;br /&gt;
# Open the floodgate and flood the lower level with magma.&lt;br /&gt;
# Close the floodgate.&lt;br /&gt;
# Retract bridge and drop the water onto the magma.&lt;br /&gt;
# Unretract the bridge.&lt;br /&gt;
# If necessary, wait until any excess water has drained away - if you built a measuring reservoir, there should be no water left on top.&lt;br /&gt;
# Mine the obsidian using channels/ramps.&lt;br /&gt;
# Haul the obsidian stones to a stockpile.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
As a bonus, the obsidian casting process can also serve as a convenient &amp;lt;s&amp;gt;soap maker&amp;lt;/s&amp;gt; garbage disposal.&lt;br /&gt;
&lt;br /&gt;
== Automating Obsidian Farming ==&lt;br /&gt;
&lt;br /&gt;
Using some ye ol [[Computing|dwarfputing]] and a crucible spanning multiple z-levels, these techniques can be used to cast a large block of obsidian. Of course, mining the obsidian itself and resetting the machine will require some player input, but this method simplifies the process considerably. Plus it's dorfy as heck! &lt;br /&gt;
&lt;br /&gt;
'''The machine consists of four systems:'''&lt;br /&gt;
# The Crucible: the multilevel rectangular prism where the obsidian will be cast. &lt;br /&gt;
# The Spout: the chamber that is filled with a precise amount of lava or water to be dumped to generate the next layer of obsidian in the crucible.&lt;br /&gt;
# The Register: controls the bridges that operate the spout. &lt;br /&gt;
# The Clocks: sends pulses to the register to cause it to update its state and operate the spout; also has a timer that stops the machine after a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
'''The Crucible:'''&lt;br /&gt;
* Pretty simple, choose an entirely enclosed box and designate the space to be carved into stairs. &lt;br /&gt;
* The box must be entirely enclosed; Otherwise you will have to build up the walls on the sides to hold in the liquids.&lt;br /&gt;
* Each layer should be the same length and width.&lt;br /&gt;
* For example: 16x16x16 (i.e. 16 wide by 16 long, repeated vertically for 16 z-levels). Doesn't need to be a cube though.&lt;br /&gt;
&lt;br /&gt;
'''The Spout:'''&lt;br /&gt;
* On the level directly above the top layer of the crucible, mine out the area directly over the crucible and channel out the floor. (It should be the same length and width as the crucible itself). &lt;br /&gt;
* Place a retracting [[bridge]] over the entire channeled out floor.&lt;br /&gt;
* Have two inputs, one connected to a lava source (which may have to be pumped up to that level) and one to a water source (same). These inputs should use a raising bridge (my recommendation) or floodgates to stop the flow of lava and water into the chamber. &lt;br /&gt;
* It is important that the bridges retract upward towards the inside of the Spout. This way, at most a full layer of lava or water is in the Spout at any one time. Otherwise, extra liquid may cause the machine to break.&lt;br /&gt;
&lt;br /&gt;
'''The Register:'''&lt;br /&gt;
* Three binary memory cells are necessary. For instance, [[minecart_logic#newtons_cradle_memory|the Newton's Cradle]].&lt;br /&gt;
* The first cell (the floor cell) should be connected to the retracting bridge in the Spout.&lt;br /&gt;
* The second (the lava cell) should be connected to the raising bridge or floodgates that control the lava input into the Spout.&lt;br /&gt;
* The third (the water cell) should be connected to the raising bridge or floodgates that control the water input into the Spout.&lt;br /&gt;
* Thus, by toggling each cell on or off, the Spout can be filled with a liquid and then cause the liquid to drop into the crucible. Now it just needs to be programmed.&lt;br /&gt;
&lt;br /&gt;
'''The Clocks:'''&lt;br /&gt;
* There will be two clocks made by detecting a [[minecart]] being pushed by a dwarf over a [[pressure_plate|pressure plate]] on the way to next track stop. &lt;br /&gt;
* The ''first'' is a sequencer which will cause the following to occur:&lt;br /&gt;
# Close the floor; Open lava input&lt;br /&gt;
# Close lava input; Open the floor&lt;br /&gt;
# Close the floor; Open water input&lt;br /&gt;
# Close water input; Open the floor&lt;br /&gt;
# Close floor (Reset)&lt;br /&gt;
* Create a new [[minecart#hauling_route|hauling route]], and assign a minecart to it. Create five stops on a loop of minecart track. &lt;br /&gt;
* Remove all the conditions and make sure the directions to push the cart is proper.&lt;br /&gt;
* Add a new condition to push the cart after some number of days. This will require some trial and error to get the timing right because the amount of time for the Spout to fill with lava and water will depend on the size of the inputs and the input pressure and the size of the Spout. Different timings may be appropriate for different segments.&lt;br /&gt;
* Before the tile each stop is located on, place a pressure plate. The leave a significant amount of space between plate 5 and stop 5. (This space will be used for a stopping mechanism, see below).&lt;br /&gt;
* The plate ''before'' each stop should be connected to the floor, water, and lava cells as necessary. See the table below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sequencer to Memory Cells Configuration&lt;br /&gt;
|-&lt;br /&gt;
! Plate/Stop !! Floor Cell !! Lava Cell !! Water Cell !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Closed || Open || ''Already Closed''|| Closes the floor and fills the Spout with Lava&lt;br /&gt;
|-&lt;br /&gt;
| 2|| Open|| Closed || ''Already Closed'' || Drops the lava onto next layer of the crucible&lt;br /&gt;
|-&lt;br /&gt;
| 3|| Closed || ''Already Closed'' || Open || Closes the floor and fills the Spout with Water&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Open || ''Already Closed'' || Closed || Drops the water onto lava, creating obsidian&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Closed || ''Already Closed'' || ''Already Closed'' || Closes the floor for safety. Also may be wise to close the water and lava cells just in case. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* This creates the loop. &lt;br /&gt;
* To automatically turn off the machine, a ''second'' clock can be used to act as a timer and integrated to stop the sequencer after a duration. &lt;br /&gt;
* Create a straight track with a hauling route and two stops&lt;br /&gt;
* Set the condition to leave the first spot to be a duration, say a two weeks. This will have to be configured by trial and error. Start small and then see how much of the crucible is filled up. Then slightly increase the duration before starting the machine again.&lt;br /&gt;
* Delete all conditions from the second stop. The cart will get stuck there after the duration has passed.&lt;br /&gt;
* On the tile of the second stop, add a pressure plate on top of the rail.&lt;br /&gt;
* The plate will then be connected to a [[minecart#controlling_traffic|switch]] that is located between the sequencer's stop 4 and stop 5 (it should be after pressure plate 5 but before stop 5). When the plate detects a minecart it will trigger the switch to divert the minecart from its loop and into a hole that dumps it in an inaccessible spot on the level below (this will prevent a dwarf from taking it to its next stop (stop five) by hand). On the level below, the minecart can be secured behind a forbidden door. Then, when you want to start the machine again, you can unforbid the door until a dwarf takes the minecart and puts it back on the loop. Be sure to forbid the door again afterwards. &lt;br /&gt;
&lt;br /&gt;
'''Resetting the Machine:'''&lt;br /&gt;
* To reset the machine, first make sure to mine out the obsidian in the crucible by digging stairs. Mining stairs can drop obsidian like normal mining but has the added benefit of being able to easily designate as a huge cube and then forget (since the dwarves won't cause cave-ins or otherwise get stuck). &lt;br /&gt;
* Then make sure that all doors/bridges into the crucible are closed/forbidden/impassible. &lt;br /&gt;
* Manually edit the hauling condition for the second stop (or remove and reassign a minecart) to the timer clock so the dwarves put a minecart on the first stop for the timer. This will cause the track junction in the sequencer to toggle (since the pressure plate is no longer depressed) and once again complete the loop&lt;br /&gt;
* Unforbid the door locking away the sequencer cart. A dwarf will pick it up and then put it on stop five. Once the duration passes, a dwarf will automatically move it to the next stop, stop 1, which will trigger the first step and the loop will continue. Make sure to forbid the door again or the machine won't stop. &lt;br /&gt;
* Then, after the timer duration is complete, a dwarf will push it onto the pressure plate which will cause the sequencer minecart to fall into the hole and become stuck after completing the current loop. Then, open the gates and harvest the glorious obsidian obelisk!&lt;br /&gt;
&lt;br /&gt;
'''Tips'''&lt;br /&gt;
* Forbidding a minecart &amp;quot;pauses&amp;quot; it on its hauling route. This can be useful for troubleshooting or emergency stops.&lt;br /&gt;
* When setting up the water and lava inputs, have a second set of bridges or floodgates that can be toggled by hand via a lever. Then, those can be shutoff for troubleshooting or building the system. Most usefully, they allow the system to be constructed and tested without the liquids (a dry run) and then they can be toggled on. &lt;br /&gt;
* Include a floodgate on the bottom level of the crucible that leads a drain. Thus, if it floods or there is an issue, any lava or water can be safely drained before troubleshooting.&lt;br /&gt;
* Switches often involve a dwarf kicking a cart rather than pushing it. Thus, after the switch, add a [[minecart#track_stops|track stop]] (as opposed to a stop hauling route stop) after the switch but before stop 5 and set the friction to max. This will stop the cart, and a dwarf will then come and push the cart to stop 5. Without the track stop, the cart may keep rolling and trigger the machine prematurely.  &lt;br /&gt;
* Make sure all dwarves are clear of the machine before locking the doors and turning it on. Otherwise, they might get frozen in carbonite. May be useful for dealing with invaders...&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
*'''Make sure that temperature is enabled in the [[Settings#Feature_toggles|settings]]'''; otherwise, the tiles will not cool down after the obsidian is formed, and dwarves will refuse to get close, thinking it molten despite no magma being present.&lt;br /&gt;
*Keep in mind all usual precautions for handling big amounts of both [[water]] and [[magma]].&lt;br /&gt;
*Magma tends to flow rather slowly unless pumped, compared to water which can benefit from pressure naturally. Because of this, it's always preferable to pump magma rather than letting it flow, even when the obsidian farming chamber is on the same z-level as magma, or it might take much longer than you'd expect. Pumped magma however ''will'' be pushed up by pressure, up to the z-level of the pump.&lt;br /&gt;
*When pouring water over magma without dispensing the exact amount, you'll probably end up with excess water on top of the obsidian. Make sure your design includes a way to easily dispose of this water.&lt;br /&gt;
*For the same reason it's usually better to drop water onto magma and not the other way around - excess water is much more manageable than excess magma.&lt;br /&gt;
*Remember to turn off any inflow before digging out obsidian, or the moment the obsidian holding it off gets dug out it will resume flowing, likely leading to !![[Fun]]!!.&lt;br /&gt;
*Note that if you add water to a tile which is as little as 1/7th full of magma, you'll create a full block of obsidian. This is particularly useful when you're operating a repeatable [[magma piston]] since one block of obsidian will displace 7/7 units of magma, and you'll only need 1-2 units of magma to make a block of obsidian to get 7 units of magma.&lt;br /&gt;
[[ru:Obsidian farming]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian_farming&amp;diff=320523</id>
		<title>Obsidian farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian_farming&amp;diff=320523"/>
		<updated>2026-09-30T14:11:17Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Bridge method */ floodgates connect to the wall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
'''Obsidian farming''' is a method of producing [[obsidian]] efficiently. When [[magma]] contacts [[water]], a tile of unworked obsidian spawns on the meeting point and both fluids disappear from that tile. Obsidian is a moderately-valuable [[stone]] and both magma and water are renewable, resulting in a theoretically infinite supply of mid-value stone goods.&lt;br /&gt;
&lt;br /&gt;
== Floodgate method ==&lt;br /&gt;
&lt;br /&gt;
A typical method of farming is as follows:&lt;br /&gt;
* A rectangle hall, 2 z-levels high is dug out/constructed&lt;br /&gt;
* Lower level of the hall is fed magma from a [[Screw pump|pump]] (otherwise it will fill very slowly)&lt;br /&gt;
* Upper level of the hall is covered in water ([[Screw pump|pump]] is a good idea too)&lt;br /&gt;
* Water gets removed (by a [[Screw pump|pump]], opened floodgate etc.)&lt;br /&gt;
* Resulting obsidian (on the lower level) is designated for ramping or channeling (floor between levels needs to be removed for the farm to be reused)&lt;br /&gt;
&lt;br /&gt;
For more advanced farms, one can have multiple layers of magma and water - each new layer adds another layer of obsidian, so this method is far more efficient (N - number of fluid layers, (N-1) - number of obsidian layers).&lt;br /&gt;
&lt;br /&gt;
== Bridge method ==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
      z              z-1           z-2&lt;br /&gt;
 ╔══════════╗   ╔══════════╗   ╔══════════╗ &lt;br /&gt;
 ║[#B0B]╔[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]╗[#BB0]┼   ║..........[#BB0]┼   ║++++++++++[#BB0]┼ &lt;br /&gt;
 ║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║  .[#0BB]╬..........║   ║++++++++++║ &lt;br /&gt;
 ╝[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........[#0BB]╬.  ║++++++++++║ &lt;br /&gt;
[#44F]W[#FFF]╥[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++║ &lt;br /&gt;
[#44F]W[#FFF]║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++[#0F0]X[#F00]M&lt;br /&gt;
[#44F]W[#FFF]╨[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........║   ║++++++++++║ &lt;br /&gt;
 ╗[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║   ║..........[#0BB]╬.  ║++++++++++║ &lt;br /&gt;
 ║[#B0B]║[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]+[#B0B]║║  .[#0BB]╬..........║   ║++++++++++║ &lt;br /&gt;
 ║[#B0B]╚[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]═[#B0B]╝║   ║..........║   ║++++++++++║ &lt;br /&gt;
 ╚══════════╝   ╚══════════╝   ╚══════════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another, possibly simpler, design is 3 z-levels high:&lt;br /&gt;
* Uppermost level contains a water reservoir, the floor is channeled out and covered with a retracting bridge (shown in purple), to drop water '''when needed''', and, optionally, a raising bridge (in white) to control water flow; the combination of retracting and raising bridges will result in a measuring reservoir, which drops no more water than necessary. It may also include a door for maintenance purposes.&lt;br /&gt;
* Middle level is an access room; floor may be channeled out or ramped out from below, but it should not be there. It should include an access door, and optional drains to remove excess water (shown in cyan); the spare water may be pumped back to the reservoir, dumped in the caverns or an aquifer, or left in a large room to evaporate. Outside the farm must be two levers; one controls the bridges in the water reservoir, one which controls the magma floodgate.&lt;br /&gt;
* Lower level is the magma reservoir; the floor should be intact. The magma supply should be controlled by a [[magma-safe]] floodgate (shown in green). Again, this level may include a magma-safe door for maintenance access.&lt;br /&gt;
&lt;br /&gt;
Requirements: &lt;br /&gt;
* 6 mechanisms (8 if measuring reservoir is used), one of which must be magma-safe.&lt;br /&gt;
* 1 magma-safe floodgate&lt;br /&gt;
* 1 bridge (2 if measuring reservoir is used)&lt;br /&gt;
* 3 z-levels you're willing to dedicate to an obsidian farm, with easy access to water and magma.&lt;br /&gt;
&lt;br /&gt;
Operating instructions:&lt;br /&gt;
# Open the floodgate and flood the lower level with magma.&lt;br /&gt;
# Close the floodgate.&lt;br /&gt;
# Retract bridge and drop the water onto the magma.&lt;br /&gt;
# Unretract the bridge.&lt;br /&gt;
# If necessary, wait until any excess water has drained away - if you built a measuring reservoir, there should be no water left on top.&lt;br /&gt;
# Mine the obsidian using channels/ramps.&lt;br /&gt;
# Haul the obsidian stones to a stockpile.&lt;br /&gt;
# Repeat.&lt;br /&gt;
&lt;br /&gt;
As a bonus, the obsidian casting process can also serve as a convenient &amp;lt;s&amp;gt;soap maker&amp;lt;/s&amp;gt; garbage disposal.&lt;br /&gt;
&lt;br /&gt;
== Automating Obsidian Farming ==&lt;br /&gt;
&lt;br /&gt;
Using some ye ol [[Computing|dwarfputing]] and a crucible spanning multiple z-levels, these techniques can be used to cast a large block of obsidian. Of course, mining the obsidian itself and resetting the machine will require some player input, but this method simplifies the process considerably. Plus it's dorfy as heck! &lt;br /&gt;
&lt;br /&gt;
'''The machine consists of four systems:'''&lt;br /&gt;
# The Crucible: the multilevel rectangular prism where the obsidian will be cast. &lt;br /&gt;
# The Spout: the chamber that is filled with a precise amount of lava or water to be dumped to generate the next layer of obsidian in the crucible.&lt;br /&gt;
# The Register: controls the bridges that operate the spout. &lt;br /&gt;
# The Clocks: sends pulses to the register to cause it to update its state and operate the spout; also has a timer that stops the machine after a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
'''The Crucible:'''&lt;br /&gt;
* Pretty simple, choose an entirely enclosed box and designate the space to be carved into stairs. &lt;br /&gt;
* The box must be entirely enclosed; Otherwise you will have to build up the walls on the sides to hold in the liquids.&lt;br /&gt;
* Each layer should be the same length and width.&lt;br /&gt;
* For example: 16x16x16 (i.e. 16 wide by 16 long, repeated vertically for 16 z-levels). Doesn't need to be a cube though.&lt;br /&gt;
&lt;br /&gt;
'''The Spout:'''&lt;br /&gt;
* On the level directly above the top layer of the crucible, mine out the area directly over the crucible and channel out the floor. (It should be the same length and width as the crucible itself). &lt;br /&gt;
* Place a retracting [[bridge]] over the entire channeled out floor.&lt;br /&gt;
* Have two inputs, one connected to a lava source (which may have to be pumped up to that level) and one to a water source (same). These inputs should use a raising bridge (my recommendation) or floodgates to stop the flow of lava and water into the chamber. &lt;br /&gt;
* It is important that the bridges retract upward towards the inside of the Spout. This way, at most a full layer of lava or water is in the Spout at any one time. Otherwise, extra liquid may cause the machine to break.&lt;br /&gt;
&lt;br /&gt;
'''The Register:'''&lt;br /&gt;
* Three binary memory cells are necessary. For instance, [[minecart_logic#newtons_cradle_memory|the Newton's Cradle]].&lt;br /&gt;
* The first cell (the floor cell) should be connected to the retracting bridge in the Spout.&lt;br /&gt;
* The second (the lava cell) should be connected to the raising bridge or floodgates that control the lava input into the Spout.&lt;br /&gt;
* The third (the water cell) should be connected to the raising bridge or floodgates that control the water input into the Spout.&lt;br /&gt;
* Thus, by toggling each cell on or off, the Spout can be filled with a liquid and then cause the liquid to drop into the crucible. Now it just needs to be programmed.&lt;br /&gt;
&lt;br /&gt;
'''The Clocks:'''&lt;br /&gt;
* There will be two clocks made by detecting a [[minecart]] being pushed by a dwarf over a [[pressure_plate|pressure plate]] on the way to next track stop. &lt;br /&gt;
* The ''first'' is a sequencer which will cause the following to occur:&lt;br /&gt;
# Close the floor; Open lava input&lt;br /&gt;
# Close lava input; Open the floor&lt;br /&gt;
# Close the floor; Open water input&lt;br /&gt;
# Close water input; Open the floor&lt;br /&gt;
# Close floor (Reset)&lt;br /&gt;
* Create a new [[minecart#hauling_route|hauling route]], and assign a minecart to it. Create five stops on a loop of minecart track. &lt;br /&gt;
* Remove all the conditions and make sure the directions to push the cart is proper.&lt;br /&gt;
* Add a new condition to push the cart after some number of days. This will require some trial and error to get the timing right because the amount of time for the Spout to fill with lava and water will depend on the size of the inputs and the input pressure and the size of the Spout. Different timings may be appropriate for different segments.&lt;br /&gt;
* Before the tile each stop is located on, place a pressure plate. The leave a significant amount of space between plate 5 and stop 5. (This space will be used for a stopping mechanism, see below).&lt;br /&gt;
* The plate ''before'' each stop should be connected to the floor, water, and lava cells as necessary. See the table below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Sequencer to Memory Cells Configuration&lt;br /&gt;
|-&lt;br /&gt;
! Plate/Stop !! Floor Cell !! Lava Cell !! Water Cell !! Result&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Closed || Open || ''Already Closed''|| Closes the floor and fills the Spout with Lava&lt;br /&gt;
|-&lt;br /&gt;
| 2|| Open|| Closed || ''Already Closed'' || Drops the lava onto next layer of the crucible&lt;br /&gt;
|-&lt;br /&gt;
| 3|| Closed || ''Already Closed'' || Open || Closes the floor and fills the Spout with Water&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Open || ''Already Closed'' || Closed || Drops the water onto lava, creating obsidian&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Closed || ''Already Closed'' || ''Already Closed'' || Closes the floor for safety. Also may be wise to close the water and lava cells just in case. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* This creates the loop. &lt;br /&gt;
* To automatically turn off the machine, a ''second'' clock can be used to act as a timer and integrated to stop the sequencer after a duration. &lt;br /&gt;
* Create a straight track with a hauling route and two stops&lt;br /&gt;
* Set the condition to leave the first spot to be a duration, say a two weeks. This will have to be configured by trial and error. Start small and then see how much of the crucible is filled up. Then slightly increase the duration before starting the machine again.&lt;br /&gt;
* Delete all conditions from the second stop. The cart will get stuck there after the duration has passed.&lt;br /&gt;
* On the tile of the second stop, add a pressure plate on top of the rail.&lt;br /&gt;
* The plate will then be connected to a [[minecart#controlling_traffic|switch]] that is located between the sequencer's stop 4 and stop 5 (it should be after pressure plate 5 but before stop 5). When the plate detects a minecart it will trigger the switch to divert the minecart from its loop and into a hole that dumps it in an inaccessible spot on the level below (this will prevent a dwarf from taking it to its next stop (stop five) by hand). On the level below, the minecart can be secured behind a forbidden door. Then, when you want to start the machine again, you can unforbid the door until a dwarf takes the minecart and puts it back on the loop. Be sure to forbid the door again afterwards. &lt;br /&gt;
&lt;br /&gt;
'''Resetting the Machine:'''&lt;br /&gt;
* To reset the machine, first make sure to mine out the obsidian in the crucible by digging stairs. Mining stairs can drop obsidian like normal mining but has the added benefit of being able to easily designate as a huge cube and then forget (since the dwarves won't cause cave-ins or otherwise get stuck). &lt;br /&gt;
* Then make sure that all doors/bridges into the crucible are closed/forbidden/impassible. &lt;br /&gt;
* Manually edit the hauling condition for the second stop (or remove and reassign a minecart) to the timer clock so the dwarves put a minecart on the first stop for the timer. This will cause the track junction in the sequencer to toggle (since the pressure plate is no longer depressed) and once again complete the loop&lt;br /&gt;
* Unforbid the door locking away the sequencer cart. A dwarf will pick it up and then put it on stop five. Once the duration passes, a dwarf will automatically move it to the next stop, stop 1, which will trigger the first step and the loop will continue. Make sure to forbid the door again or the machine won't stop. &lt;br /&gt;
* Then, after the timer duration is complete, a dwarf will push it onto the pressure plate which will cause the sequencer minecart to fall into the hole and become stuck after completing the current loop. Then, open the gates and harvest the glorious obsidian obelisk!&lt;br /&gt;
&lt;br /&gt;
'''Tips'''&lt;br /&gt;
* Forbidding a minecart &amp;quot;pauses&amp;quot; it on its hauling route. This can be useful for troubleshooting or emergency stops.&lt;br /&gt;
* When setting up the water and lava inputs, have a second set of bridges or floodgates that can be toggled by hand via a lever. Then, those can be shutoff for troubleshooting or building the system. Most usefully, they allow the system to be constructed and tested without the liquids (a dry run) and then they can be toggled on. &lt;br /&gt;
* Include a floodgate on the bottom level of the crucible that leads a drain. Thus, if it floods or there is an issue, any lava or water can be safely drained before troubleshooting.&lt;br /&gt;
* Switches often involve a dwarf kicking a cart rather than pushing it. Thus, after the switch, add a [[minecart#track_stops|track stop]] (as opposed to a stop hauling route stop) after the switch but before stop 5 and set the friction to max. This will stop the cart, and a dwarf will then come and push the cart to stop 5. Without the track stop, the cart may keep rolling and trigger the machine prematurely.  &lt;br /&gt;
* Make sure all dwarves are clear of the machine before locking the doors and turning it on. Otherwise, they might get frozen in carbonite. May be useful for dealing with invaders...&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
*'''Make sure that temperature is enabled in the [[Settings#Feature_toggles|settings]]'''; otherwise, the tiles will not cool down after the obsidian is formed, and dwarves will refuse to get close, thinking it molten despite no magma being present.&lt;br /&gt;
*Keep in mind all usual precautions for handling big amounts of both [[water]] and [[magma]].&lt;br /&gt;
*Unlike water, magma normally flows very slowly and pressure doesn't affect magma (unless pumped). Because of this, it's always preferable to pump magma rather than letting it flow, even when the obsidian farming chamber is on the same z-level as magma, or it might take much longer than you'd expect. Pumped magma however ''will'' be pushed up by pressure, up to the z-level of the pump.&lt;br /&gt;
*When pouring water over magma without dispensing the exact amount, you'll probably end up with excess water on top of the obsidian. Make sure your design includes a way to easily dispose of this water.&lt;br /&gt;
*For the same reason it's usually better to drop water onto magma and not the other way around - excess water is much more manageable than excess magma.&lt;br /&gt;
*Remember to turn off any inflow before digging out obsidian, or the moment the obsidian holding it off gets dug out it will resume flowing, likely leading to !![[Fun]]!!.&lt;br /&gt;
*Note that if you add water to a tile which is as little as 1/7th full of magma, you'll create a full block of obsidian. This is particularly useful when you're operating a repeatable [[magma piston]] since one block of obsidian will displace 7/7 units of magma, and you'll only need 1-2 units of magma to make a block of obsidian to get 7 units of magma.&lt;br /&gt;
[[ru:Obsidian farming]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=320499</id>
		<title>v0.31:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=320499"/>
		<updated>2026-09-29T13:24:12Z</updated>

		<summary type="html">&lt;p&gt;Quietust: ...or in 0.31&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:17, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, at which stage it will stay for several years before finally becoming a stack of bones and a skull (if applicable).  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay in a similar fashion.  Remains, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other types of useless byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.&lt;br /&gt;
&lt;br /&gt;
Corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
Note that it's possible to view the corpse's description, like that of a living creature's, through the {{k|u}}nits menu, but it will always report that the creature's upper body is gone, regardless of its true conditions.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left untended, it will lead to some unintended, often Fun, [[Ghost|results]].&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=320498</id>
		<title>v0.34:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=320498"/>
		<updated>2026-09-29T13:23:55Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:17, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.&lt;br /&gt;
&lt;br /&gt;
Body parts decaying naturally is the only way to get usable bones from creatures dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed animals can't be butchered.&lt;br /&gt;
&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome (if killed outside of the evil biome on an embark with part non-evil biome and part evil biome, the corpse will not rise) or if it is raised by a [[necromancer]]. Corpses may also be risen from the dead by [[mummy|mummies]], though mummies will only be encountered in [[tomb]]s in adventure mode. Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts. Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  However, due to what is presumably a bug, magma and [[fire]] damage currently will not destroy an animated corpse.&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=320497</id>
		<title>v0.34:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=320497"/>
		<updated>2026-09-29T13:23:05Z</updated>

		<summary type="html">&lt;p&gt;Quietust: this wasn't in 0.34 either&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:17, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.&lt;br /&gt;
&lt;br /&gt;
Body parts decaying naturally is the only way to get usable bones from creatures dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed animals can't be butchered.&lt;br /&gt;
&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome (if killed outside of the evil biome on an embark with part non-evil biome and part evil biome, the corpse will not rise) or if it is raised by a [[necromancer]]. Corpses may also be risen from the dead by [[mummy|mummies]], though mummies will only be encountered in [[tomb]]s in adventure mode. Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts. Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  However, due to what is presumably a bug, magma and [[fire]] damage currently will not destroy an animated corpse.&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=320496</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=320496"/>
		<updated>2026-09-29T13:20:00Z</updated>

		<summary type="html">&lt;p&gt;Quietust: DF has never had &amp;quot;partially decayed&amp;quot; corpses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:corpse_sprite_preview.png|right]]A '''corpse''' is the [[death|dead]] body of a [[creature]];  the corpses of [[vermin]] are called '''remains'''. The [[labor]] for [[hauling]] corpses is either [[refuse hauling]] or [[burial]], depending on the corpse type.&lt;br /&gt;
A corpse has several levels of decay. It will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, and finally to &amp;quot;(creature or name) skeleton&amp;quot; remaining at the final level indefinitely.  If the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in the respective descriptions, and the parts (if still on the map) will decay into a type of [[bone]], depending on the part.  A creature with parts that were destroyed (i.e. exploded into gore, cloven asunder, torn into shreds, etc.) before death will be described as a &amp;quot;mangled corpse&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Graphically, when a creature dies, the sprite will be rotated or flipped vertically, as well as having significantly less color to it. Sprites of creatures that walk upright will appear as lying down, or rotated 90° clockwise. Creatures such as fish will appear as being flipped vertically. Dead creatures that don't have a corpse sprite will appear as a skeleton or liquid blob, depending on their body types.&lt;br /&gt;
&lt;br /&gt;
Note that some creatures do not have their own dedicated corpse sprites, such as procedurally-generated creatures like [[megabeast]]s, [[experiment]]s and [[demon]]s. Instead, any pixels that are outside the tile they died on will disappear. This same phenomenon also applies to [[werebeast]]s and insect vermin that can appear in a swarm, such as [[Fly|flies]], [[blood gnat]]s and [[honey bee]]s.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin]]s, [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps, or throwing them down extreme heights (such that they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone]]s, a [[skull]], [[skin]], and [[ivory|nails/hoofs]], as well as [[cartilage]], [[nervous tissue]], and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed (not stray) animals can't be butchered. Being &amp;quot;mangled&amp;quot; does not affect a corpse's ability to be butchered.&lt;br /&gt;
&lt;br /&gt;
==Negative effects==&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground. Anyone passing through the miasma will cause an unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
If the corpse of a dwarf is left unburied, it will cause unhappy thoughts in the surviving family and friends. However, if the corpse is an enemy or something the passerby does not care about, they will likely feel no emotion when seeing the corpse. It is also possible for individuals to get used to seeing corpses, becoming increasingly desensitized. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Animal trainers will also receive negative thoughts if an animal they bonded with is allowed to rot. If they bond with an animal who is not a pet and who dies in any manner aside from butchering, it is advisable to quickly atom smash the corpse as there is no other way of actually preventing it from rotting.&lt;br /&gt;
&lt;br /&gt;
Seeing body parts and corpses of sapient creatures, in general, can cause dwarves with insufficient [[discipline]] to become horrified, leading them to cancel their current task and run away. A [[caravan]] that sees corpses may decide to not trade. After some time, dwarves may get used to seeing dead bodies.&lt;br /&gt;
&lt;br /&gt;
Improperly stored corpses can be a great source of !!FUN!! in the event a necromancer enters combat. (protip: NEVER assign a necromancer the hunting labor.)&lt;br /&gt;
&lt;br /&gt;
==Reanimation==&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]] – this will occur in some [[Surroundings#Evil|evil]] biomes, if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will normally only be encountered in [[tomb]]s in adventure mode.  Mangled corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a {{token|GRASP|body}} tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.&lt;br /&gt;
&lt;br /&gt;
{{category|Body parts}}&lt;br /&gt;
[[ru:Corpse]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jabberer&amp;diff=320368</id>
		<title>v0.31:Jabberer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jabberer&amp;diff=320368"/>
		<updated>2026-09-26T21:52:50Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:18, 10 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=53-62&lt;br /&gt;
|fat=30&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=108-150&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=14-16&lt;br /&gt;
|heart=3-4&lt;br /&gt;
|intestine=21-25&lt;br /&gt;
|liver=7-8&lt;br /&gt;
|tripe=7-8&lt;br /&gt;
|sweetbread=3-4&lt;br /&gt;
|spleen=3-4&lt;br /&gt;
|kidney=6-8&lt;br /&gt;
|brain=7-8&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Jabberers''' are giant feathery [[creatures]] with a beak.&lt;br /&gt;
&lt;br /&gt;
They are very big and the value of their body parts is multiplied by four, making them a great target for your [[butcher]]s.&lt;br /&gt;
&lt;br /&gt;
Jabberers may be used as a mount by [[goblin]] [[siege]]rs, and will rip apart dwarves given the opportunity. Consider using [[trap design|traps]] instead of military dwarves to kill them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
File:Jabberer.png|A jabberer, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].&lt;br /&gt;
File:Notebook_04_Jabberer.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Jabberer&amp;diff=320367</id>
		<title>v0.34:Jabberer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Jabberer&amp;diff=320367"/>
		<updated>2026-09-26T21:52:40Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:18, 10 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=53-69&lt;br /&gt;
|fat=30&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=108-150&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=14-16&lt;br /&gt;
|heart=3-4&lt;br /&gt;
|intestine=21-25&lt;br /&gt;
|liver=7-8&lt;br /&gt;
|tripe=7-8&lt;br /&gt;
|sweetbread=3-4&lt;br /&gt;
|spleen=3-4&lt;br /&gt;
|kidney=6-8&lt;br /&gt;
|brain=7-8&lt;br /&gt;
|gizzard_stone=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Jabberers''' are giant birdlike (but wingless and flightless) [[creatures]] with a beak.&lt;br /&gt;
&lt;br /&gt;
They are very big, very aggressive, arguably more dangerous than [[elephant]]s and the value of their body parts is multiplied by four, making them a prized target for your [[butcher]]s. If they don't butcher your dwarves first, of course.  It takes only 1 year for a Jabberer to reach adulthood, and 2 to reach its maximum size.  Combined with its massive size, they provide an unmatched yield if bred for their byproducts.  &lt;br /&gt;
&lt;br /&gt;
Jabberers have a very high pet [[value]] of 1500, and make excellent bodyguards. Due to their size and natural weapons, they also make up a good line of defense. Being exotic, though, they may prove to be difficult to [[tame]].  However, with a decent trainer, one can have a domestic stock in just a few years due to fast maturation.  &lt;br /&gt;
&lt;br /&gt;
In the [[preferences]] of some dwarves you can read that they like jabberers &amp;quot;for their frightening beaks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Jabberers may be used as a mount by [[goblin]] [[siege]]rs, and will rip apart dwarves given the opportunity. Consider using [[trap design|traps]] instead of military dwarves to kill them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
File:Jabberer.png|A jabberer, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].&lt;br /&gt;
File:Notebook_04_Jabberer.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Cave_lobster&amp;diff=320358</id>
		<title>DF2014:Cave lobster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Cave_lobster&amp;diff=320358"/>
		<updated>2026-09-26T14:17:35Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:50, 14 December 2016 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cave lobsters''' are a type of aquatic [[vermin]] found only in [[caverns|underground bodies of water]]. Cave lobsters cannot actually be caught by [[fishing]], and due to a bug they cannot be caught in baited [[animal trap]]s either. If you somehow obtain a raw cave lobster, [[fish cleaning|processing]] it will yield an [[food|edible cave lobster]] and a &amp;quot;shell&amp;quot; that ''cannot'' be used to craft items, unlike other [[shell]]s.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] cave lobsters for their ''beauty''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = äs zedot | elvish = garetho ruÿava | goblin = omo ospun | human = ngethac duslud}}&lt;br /&gt;
[[File:Orconectes australis (Marshal Hedin).jpg|thumb|center|300px|Admired for its ''beauty''.]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Cave lobsters can't actually be caught. {{bug|13199}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Shell}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave_lobster&amp;diff=320357</id>
		<title>v0.34:Cave lobster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave_lobster&amp;diff=320357"/>
		<updated>2026-09-26T14:17:22Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:05, 9 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-CaveLobster.jpg|thumb|left|Admired for its beauty.]]&lt;br /&gt;
&lt;br /&gt;
'''Cave lobsters''' are a type of [[vermin]] [[fish]]. They are found only in [[cavern|underground bodies of water]]. Cave lobsters cannot actually be caught by [[fishing]], and due to a bug they cannot be caught in baited [[animal trap]]s either. If you somehow obtain a raw cave lobster, [[fish cleaning|processing]] it will yield an [[food|edible cave lobster]] and a &amp;quot;shell&amp;quot; that ''cannot'' be used to craft items, unlike other [[shell]]s.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Cave lobsters can't actually be caught. {{bug|13199}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_lobster&amp;diff=320356</id>
		<title>v0.31:Cave lobster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_lobster&amp;diff=320356"/>
		<updated>2026-09-26T14:17:07Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:05, 9 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-CaveLobster.jpg|thumb|left|Admired for its beauty.]]&lt;br /&gt;
&lt;br /&gt;
'''Cave lobsters''' are a type of [[vermin]] [[fish]]. They are found only in [[cavern|underground bodies of water]]. Cave lobsters cannot actually be caught by [[fishing]], and due to a bug they cannot be caught in baited [[animal trap]]s either. If you somehow obtain a raw cave lobster, [[fish cleaning|processing]] it will yield an [[food|edible cave lobster]] and a &amp;quot;shell&amp;quot; that ''cannot'' be used to craft items, unlike other [[shell]]s.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Cave lobsters can't actually be caught. {{bug|13199}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Skin&amp;diff=320268</id>
		<title>Talk:Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Skin&amp;diff=320268"/>
		<updated>2026-09-24T12:27:42Z</updated>

		<summary type="html">&lt;p&gt;Quietust: you put the signature at the ''end'' of your message; also use &amp;quot;*&amp;quot; or &amp;quot;:&amp;quot; to indent replies, not spaces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Its unclear whether we should integrate the dino chitin information onto the shell page, or to make a unique dino chitin page, or to have a unique dino chitin section on the skin page.&lt;br /&gt;
:dino chitin? dinosaurs all have either scales or feathers. if you mean the chitin on prehistoric arthropods from the dino update, then i think it should be on both pages. a separate page could also work --[[User:Thecrazybee42|Thecrazybee42]] ([[User talk:Thecrazybee42|talk]]) 11:55, 24 September 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_diamond&amp;diff=320253</id>
		<title>Black diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_diamond&amp;diff=320253"/>
		<updated>2026-09-23T20:01:36Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{gemlookup/0&lt;br /&gt;
|graphic=cut_black_diamond_sprite.png&lt;br /&gt;
|graphic2=rough_black_diamond_sprite.png&lt;br /&gt;
|wiki=Carbonado}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Black diamonds''' are particularly rare [[gem]]s, similar to [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]], [[green diamond|green]] and [[clear diamond|clear]] [[diamond]]s - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[item value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: ? --&amp;gt;&lt;br /&gt;
A black diamond will not manufacture [[cheese]] in any form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Hiking/skiing trail difficulty rating systems --&amp;gt;&lt;br /&gt;
Their presence also does not indicate difficult skiing conditions on [[mountain]]s or [[glacier]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Black Diamond Front.JPG|center|thumb|300px|Black diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir doren | elvish = opa akera | goblin = ogur tusnung | human = oth palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blue_diamond&amp;diff=320252</id>
		<title>Blue diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blue_diamond&amp;diff=320252"/>
		<updated>2026-09-23T19:59:40Z</updated>

		<summary type="html">&lt;p&gt;Quietust: split references; the latter is Minecraft, the former could be anything else&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{gemlookup/0&lt;br /&gt;
|graphic=cut_blue_diamond_sprite.png&lt;br /&gt;
|graphic2=rough_blue_diamond_sprite.png&lt;br /&gt;
|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blue diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[green diamond|green]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: ? --&amp;gt;&lt;br /&gt;
As with other diamonds, blue diamonds do not improve the [[quality]] of [[weapons]] or [[armor]] unto which they have been studded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft, Enchanting Table --&amp;gt;&lt;br /&gt;
They also cannot be combined with [[obsidian]] to [[Magic|magically]] improve weapons or armor.&lt;br /&gt;
&lt;br /&gt;
[[File:blue_diamond_gem.png|center|thumb|250px|Blue diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = enôr doren | elvish = itho akera | goblin = oxsa tusnung | human = aro palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=320251</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=320251"/>
		<updated>2026-09-23T19:57:44Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Real life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Stonelookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Short sword|Sharp blades]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3☼&lt;br /&gt;
* [[Material science|Impact strength]] 1000 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 35 MPa&amp;amp;nbsp;{{Tooltip|×2|MAX_EDGE is 20,000, twice that of the default 10,000 for metals}}&lt;br /&gt;
* {{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13600}}&lt;br /&gt;
* [[Boiling point]] {{ct|16000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2650 kg/m³&lt;br /&gt;
* [[Specific heat]] 800 J/kg·K&lt;br /&gt;
* [[Color]] black}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding [[magma pool]]s and [[volcano]]es, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is notable in that it has the highest [[material value]] among non-ore stones, is higher in value than some low-value [[ore]]s like [[native copper]]. Additionally, its increased shear strength means your miners will take more than twice as long to dig it out, compared to other types of stone.&lt;br /&gt;
&lt;br /&gt;
The word &amp;quot;obsidian&amp;quot; is the name of the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Due to the defined [[Material definition token#MAX_EDGE|sharpness]] of obsidian, it is [[Weapon token#CAN_STONE|unique]] among [[stone]]s in that it can also be made into a [[weapon]], an obsidian [[short sword]]. This requires one obsidian stone plus one [[log]] at a [[craftsdwarf's workshop]], and uses the [[stone crafter]] labor. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding [[weapons-grade]] metallic ores, these are serviceable as early weapons to defend your fort from early animal and unarmed intruders. However, they are significantly weaker in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Also, stone swords can accrue [[wear]], as do metal weapons (if at different rates).&lt;br /&gt;
&lt;br /&gt;
:* Note that, as obsidian short swords use wood (used in the [[Decoration|handle]]), [[Elf|elves]] will be offended if you offer obsidian swords in [[trade]], will [[Trading#Unacceptable_items|refuse the trade and leave]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.{{verify|This may have been fixed in 53.16.}}&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to freefall for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft, Nether portals --&amp;gt;&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft, Enchanting Table recipe --&amp;gt;&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been thoroughly debunked by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=320250</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=320250"/>
		<updated>2026-09-23T19:53:34Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Rock short sword */ Rule T&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Stonelookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Short sword|Sharp blades]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3☼&lt;br /&gt;
* [[Material science|Impact strength]] 1000 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 35 MPa&amp;amp;nbsp;{{Tooltip|×2|MAX_EDGE is 20,000, twice that of the default 10,000 for metals}}&lt;br /&gt;
* {{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13600}}&lt;br /&gt;
* [[Boiling point]] {{ct|16000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2650 kg/m³&lt;br /&gt;
* [[Specific heat]] 800 J/kg·K&lt;br /&gt;
* [[Color]] black}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding [[magma pool]]s and [[volcano]]es, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is notable in that it has the highest [[material value]] among non-ore stones, is higher in value than some low-value [[ore]]s like [[native copper]]. Additionally, its increased shear strength means your miners will take more than twice as long to dig it out, compared to other types of stone.&lt;br /&gt;
&lt;br /&gt;
The word &amp;quot;obsidian&amp;quot; is the name of the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Due to the defined [[Material definition token#MAX_EDGE|sharpness]] of obsidian, it is [[Weapon token#CAN_STONE|unique]] among [[stone]]s in that it can also be made into a [[weapon]], an obsidian [[short sword]]. This requires one obsidian stone plus one [[log]] at a [[craftsdwarf's workshop]], and uses the [[stone crafter]] labor. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding [[weapons-grade]] metallic ores, these are serviceable as early weapons to defend your fort from early animal and unarmed intruders. However, they are significantly weaker in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Also, stone swords can accrue [[wear]], as do metal weapons (if at different rates).&lt;br /&gt;
&lt;br /&gt;
:* Note that, as obsidian short swords use wood (used in the [[Decoration|handle]]), [[Elf|elves]] will be offended if you offer obsidian swords in [[trade]], will [[Trading#Unacceptable_items|refuse the trade and leave]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.{{verify|This may have been fixed in 53.16.}}&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to freefall for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft (and the means of constructing a Nether Portal/Enchanting Table crafting recipe) --&amp;gt;&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been thoroughly debunked by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Insanity&amp;diff=320244</id>
		<title>v0.34:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Insanity&amp;diff=320244"/>
		<updated>2026-09-23T16:24:15Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|01:30, 31 March 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Insanity''' describes any of the conditions that cause a [[dwarf]] or other [[creature]] to immediately stop what they were doing and go mad. Dwarves that are insane are unable to sleep, eat, drink, follow [[orders]] or perform any [[job]]. Insanity is permanent, and comes in three flavors: &amp;quot;Melancholy,&amp;quot; &amp;quot;Stark Raving Mad,&amp;quot; and &amp;quot;Berserk.&amp;quot; Each of these will inevitably end with the death of the afflicted dwarf. [[Tantrum]]ing may be a sign that the certain dwarf may go insane unless something makes the dwarf happy.&lt;br /&gt;
&lt;br /&gt;
Traveling merchants and their pack animals can also go insane. If this happens, the accompanying guard/s will kill the merchant and/or his animals. If this rare case does happen, the merchant's goods will be free for you to take.&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Cilob Nisgakdeler, Merchant has gone berserk!|4:1}}&lt;br /&gt;
:{{gametext|Horse is stricken by melancholy!|1:1}}&lt;br /&gt;
&lt;br /&gt;
Even [[children]] can go insane, and in a smaller fortress without a military, this will usually lead to much [[Fun]].&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
The following events/conditions can drive a creature insane:&lt;br /&gt;
* The [[strange mood]] job is cancelled for some reason (e.g. the claimed workshop is destroyed)&lt;br /&gt;
* A [[Diplomat]] fails to leave your fortress within 25 days of completing its meeting.&lt;br /&gt;
* A [[Merchant]] fails to leave your fortress within 25 days of finishing trading.&lt;br /&gt;
* A dwarf is forced to stay awake for over 6 months (&amp;quot;Very Drowsy&amp;quot; for a month and a half).&lt;br /&gt;
* A dwarf throws too many [[tantrum]]s during a short period of time (1% chance per tantrum). Dwarves who have completed a strange mood and created an artifact '''cannot''' go insane this way.&lt;br /&gt;
* A dwarf enters a [[strange mood]] but is waiting inside the claimed workshop for the next item (or hasn't yet claimed a workshop) for a month and a half.&lt;br /&gt;
* A [[Diplomat]] or [[merchant]] is trapped inside a [[cage]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity that can occur naturally, but a dwarf may only be afflicted by one at a time (one is enough). The [[personality trait|personality]] of the dwarf influences the type of insanity.&lt;br /&gt;
&lt;br /&gt;
:* '''Stark raving mad'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone stark raving mad!|3:1}}&lt;br /&gt;
::{{DFtext|Running around babbling!|3:1}} / {{DFtext|Crawling around babbling!|3:1}}&lt;br /&gt;
:The afflicted will strip naked and drop each of their items one by one. They will then wander your halls aimlessly (or sometimes stick to their [[room]]), babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyway, as they ignore any and all hazards they encounter while milling about.&lt;br /&gt;
:Dwarves with high '''anxiety''' are more likely to go stark raving mad.&lt;br /&gt;
&lt;br /&gt;
:* '''Melancholy'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stricken by melancholy!|1:1}}&lt;br /&gt;
::{{DFtext|Stricken by melancholy...|1:1}}&lt;br /&gt;
:The afflicted is overcome by depression and will seek out ways to end their life, considerably slowing their movement in the process. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death. Be warned that a melancholy mother may take her baby's life with her own if she still carries it.&lt;br /&gt;
:Dwarves with high '''depression''' are more likely to be stricken by melancholy.&lt;br /&gt;
&lt;br /&gt;
:* '''Berserk'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone berserk!|4:1}}&lt;br /&gt;
::{{DFtext|In a berserk rage!|4:1}}&lt;br /&gt;
:The afflicted attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[artifact]] weapon). Luckily, [[Dog|war dogs]] can quickly bring down an unskilled dwarf.&lt;br /&gt;
:The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[military]].&lt;br /&gt;
:Dwarves with high '''anger''' are more likely to go berserk.&lt;br /&gt;
&lt;br /&gt;
There is one additional type of insanity which does not occur naturally:&lt;br /&gt;
:* '''Catatonic''' (special)&lt;br /&gt;
::{{DFtext|Staring off into space...|1:1}}&lt;br /&gt;
:The afflicted has experienced things so vile and unspeakable that its mind has completely shut down. The only way to induce this type of insanity is via [[Utilities#DFHack|memory hacking]].&lt;br /&gt;
&lt;br /&gt;
==Treatments for Insanity==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
As stated, there is no cure for a dwarf who has fallen into one of the aforementioned forms of madness. Preventative measures may be considered, since a dwarf may show certain signs of psychological illness before it has fully taken hold. Luckily, recent advancements in [[health care]] have led to an exciting new field of medicine specifically meant to improve the overall mental welfare of the sanity impaired. As with all experimental treatments, efficacy and safety are not guaranteed, but early applications of the listed techniques have yielded promising results.&lt;br /&gt;
&lt;br /&gt;
*The Amontillado Treatment&lt;br /&gt;
*:Initial research indicates that psychotic dwarves may benefit from extended periods of isolation, during which they may turn inward and away from their ecstasy. Therefore, if the patient has entered their room, locking them inside might be the best thing to do. If the patient is catatonic, or [[strange mood|remaining stationary for a long period]], then erecting a wall around them is recommended. Remember to open the door or bring the wall down before the patient succumbs to thirst or starvation. Alternatively, food and drink (and other items) may be dropped into the room through a [[Dump|delivery system]] of some sort, but remember that isolation must remain total if full effectiveness is to be achieved.&lt;br /&gt;
*The Colosseum Procedure&lt;br /&gt;
*:Be wary of dwarves who have recently commandeered workshops. It is a serious sign if the patient is screaming for products that cannot be provided (especially if stockpile records are up-to-date and publicly available). In cases such as these, the best treatment is to [[Trap#Cage_Trap|ensure they cannot escape the workshop]] in the event they turn violent. That way, they may be safely relocated to a segregated area where they can work off their aggression harmlessly on the fortress walls. Be certain to keep them away from [[Dragon|animals]], [[Elf|prisoners]], and [[Noble|other patients]]! Once the patient has calmed down, they can be brought out and returned to their lives.&lt;br /&gt;
*Animal Therapy&lt;br /&gt;
*:Breakout cases such as above can sometimes be prevented by giving the patient some new pets to take care of. For reasons uncertain, [[Dog|war dogs]] appear to have the greatest effect (although this may be a matter of availability; researchers have achieved results with [[black bear|bears]], [[tiger]]s, and even [[cow]]s). If the patient should break at some point, the presence of these animals may be enough to &amp;lt;s&amp;gt;kill&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;[[fun|tranquilize]]&amp;lt;/s&amp;gt; calm the patient.&lt;br /&gt;
*Group Sessions&lt;br /&gt;
*:It's somewhat common for soldiers to show signs of imminent madness, due to the hardships of life as a warrior. A widely endorsed suggestion is to surround the patient with their comrades-in-arms, who might provide cheer and a reminder of both duty and the support of friends. And, should the patient turn violent, they will most likely be subdued with minimal injury (to civilians).&lt;br /&gt;
*Aquatic Cognizance&lt;br /&gt;
*:Every one knows that water helps with aches in joints, what most people don't realize is that in terms of dwarven anatomy, the brain is a joint, thus having a dwarf swim until they recover may help, even more so if their brain is exposed so that the soothing water can affect the joint better. Salt water is preferred, tests show.&lt;br /&gt;
*The Winchester Method&lt;br /&gt;
*:In many cases, madness has its roots in a deep feeling of powerlessness experienced by the patient during his schizophrenic delirium, with cases of patients hearing voices of Carps, Elephants and strange stories about [[Main:Boatmurdered|boats being murdered]]. Recent studies show that by safely giving the unfortunate patient the occasion [[Lever|to act on his own initiative]] and make him [[Magma|feel]] the consequences of his actions, dementia can be avoided.&lt;br /&gt;
*Stasis&lt;br /&gt;
*:Sometimes, the patients simply need time to think about their life. A good way of giving them all a long while to think (experts agree) that putting patients into [[Ice|cryo-stasis]] or encasing them in [[Obsidian|carbonite]] is the best way to combat rage, social rejection and [[Noble|other mental issues]].&lt;br /&gt;
*The Bilbo Method&lt;br /&gt;
*:Studies have shown that some dragons, in their infinite, ageless wisdom, have found solutions to common insanity and are even willing to impart said cures to dwarves stricken with any sort of madness. This method is often most useful when a dwarf who is having trouble making friends seeks to console himself with a resident dragon within the dwarf's own fortress.&lt;br /&gt;
*The [[Mist|Mist]]/[[Steam|Steam]] Method&lt;br /&gt;
*:In many (4) cases of mass hysteria a room with a mist or steam generator may calm many of them down, allowing them to calm down other people. It is still unknown as to why this sometimes works, but it is theorized that the mist/steam &amp;quot;cools them off&amp;quot; literally and figuratively.&lt;br /&gt;
*Deep Tissue Massage Therapy&lt;br /&gt;
*:It has come to the attention of some physicians that many psychological ailments may be caused by a large amount of toxins in the body. They have found with some success that a patient locked in a room and using advanced methods of [[Cave-in|massage]] therapy have gained some improvement. It is speculated that this pressure, caused by a professional deep tissue [[Miner|massage therapist]], will immediately release all toxins from the patients body. For best results the [[Miner|massage therapist]] should be one floor above the patient.&lt;br /&gt;
&lt;br /&gt;
Any new developments or experimental procedures should be reported to the Mountainhomes immediately for verification and cataloging. If even a single dwarf is spared the indignity of madness in this way, it will be worth it.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Insanity&amp;diff=320243</id>
		<title>v0.31:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Insanity&amp;diff=320243"/>
		<updated>2026-09-23T16:23:47Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
'''Insanity''' describes any of the conditions that cause a [[dwarf]] or other [[creature]] to immediately stop what they were doing and go mad.  Dwarves that are insane are unable to sleep, eat, drink, follow [[orders]] or perform any [[job]].  Insanity is permanent, and comes in three flavors: &amp;quot;Melancholy,&amp;quot; &amp;quot;Stark Raving Mad,&amp;quot; and &amp;quot;Berserk.&amp;quot;  Each of these will inevitably end with the death of the afflicted dwarf. [[Tantrum]]ing may be a sign that the certain dwarf may go insane unless something makes the dwarf happy.&lt;br /&gt;
&lt;br /&gt;
Traveling merchants and their pack animals can also go insane. If this happens, the accompanying guard/s will '''KILL''' the merchant and/or his animals. If this rare case does happen, the merchant's goods will be free for you to take.&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Cilob Nisgakdeler, Merchant has gone berserk!|4:1}}&lt;br /&gt;
:{{gametext|Horse is stricken by melancholy!|1:1}}&lt;br /&gt;
&lt;br /&gt;
Even [[children]] can go insane, and in a smaller fortress without a military, this will usually lead to much [[Fun]].&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
The following events/conditions can drive a creature insane:&lt;br /&gt;
* A [[strange mood]] job is cancelled for some reason (e.g. the claimed workshop is destroyed)&lt;br /&gt;
* A [[Diplomat]] fails to leave your fortress within 25 days of completing its meeting.&lt;br /&gt;
* A [[Merchant]] fails to leave your fortress within 25 days of finishing trading.&lt;br /&gt;
* A dwarf is forced to stay awake for over 6 months (&amp;quot;Very Drowsy&amp;quot; for a month and a half).&lt;br /&gt;
* A dwarf throws too many [[tantrum]]s during a short period of time (1% chance per tantrum). Dwarves who have completed a strange mood and created an artifact '''cannot''' go insane this way.&lt;br /&gt;
* A dwarf enters a [[strange mood]] but is waiting inside the claimed workshop for the next item (or hasn't yet claimed a workshop) for a month and a half.&lt;br /&gt;
* A [[Diplomat]] or [[merchant]] is trapped inside a [[cage]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity that can occur naturally, but a dwarf may only be afflicted by one at a time (one is enough). The [[personality trait|personality]] of the dwarf influences the type of insanity.&lt;br /&gt;
&lt;br /&gt;
:* '''Stark raving mad'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone stark raving mad!|3:1}}&lt;br /&gt;
::{{DFtext|Running around babbling!|3:1}} / {{DFtext|Crawling around babbling!|3:1}}&lt;br /&gt;
:The afflicted will strip naked and drop each of their items one by one. They will then wander your halls aimlessly (or sometimes stick to their [[room]]), babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyway, as they ignore any and all hazards they encounter while milling about.&lt;br /&gt;
:Dwarves with high '''anxiety''' are more likely to go stark raving mad.&lt;br /&gt;
&lt;br /&gt;
:* '''Melancholy'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stricken by melancholy!|1:1}}&lt;br /&gt;
::{{DFtext|Stricken by melancholy...|1:1}}&lt;br /&gt;
:The afflicted is overcome by depression and will seek out ways to end their life, considerably slowing their movement in the process. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death. Be warned that a melancholy mother may take her baby's life with her own if she still carries it.&lt;br /&gt;
:Dwarves with high '''depression''' are more likely to be stricken by melancholy.&lt;br /&gt;
&lt;br /&gt;
:* '''Berserk'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone berserk!|4:1}}&lt;br /&gt;
::{{DFtext|In a berserk rage!|4:1}}&lt;br /&gt;
:The afflicted attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[artifact]] weapon). Luckily, [[Dog|war dogs]] can quickly bring down an unskilled dwarf.&lt;br /&gt;
:The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[military]].&lt;br /&gt;
:Dwarves with high '''anger''' are more likely to go berserk.&lt;br /&gt;
&lt;br /&gt;
There is one additional type of insanity which does not occur naturally:&lt;br /&gt;
:* '''Catatonic''' (special)&lt;br /&gt;
::{{DFtext|Staring off into space...|1:1}}&lt;br /&gt;
:The afflicted has experienced things so vile and unspeakable that its mind has completely shut down. The only way to induce this type of insanity is via [[Utilities#DFHack|memory hacking]].&lt;br /&gt;
&lt;br /&gt;
==Treatments for Insanity==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
As stated, there is no cure for a dwarf who has fallen into one of the aforementioned forms of madness.  Preventative measures may be considered, since a dwarf may show certain signs of psychological illness before it has fully taken hold.  Luckily, recent advancements in [[health care]] have led to an exciting new field of medicine specifically meant to improve the overall mental welfare of the sanity impaired.  As with all experimental treatments, efficacy and safety are not guaranteed, but early applications of the listed techniques have yielded promising results.&lt;br /&gt;
&lt;br /&gt;
*The Amontillado Treatment&lt;br /&gt;
*:Initial research indicates that psychotic dwarves may benefit from extended periods of isolation, during which they may turn inward and away from their ecstasy.  Therefore, if the patient has entered their room, locking them inside might be the best thing to do.  If the patient is catatonic, or [[strange mood|remaining stationary for a long period]], then erecting a wall around them is recommended.  Remember to open the door or bring the wall down before the patient succumbs to thirst or starvation.  Alternatively, food and drink (and other items) may be dropped into the room through a [[Activity zone#Pit/Pond|delivery system]] of some sort, but remember that isolation must remain total if full effectiveness is to be achieved.&lt;br /&gt;
*The Colosseum Procedure&lt;br /&gt;
*:Be wary of dwarves who have recently commandeered workshops.  It is a serious sign if the patient is screaming for products that cannot be provided (especially if stockpile records are up-to-date and publicly available).  In cases such as these, the best treatment is to [[Trap#Cage_Trap|ensure they cannot escape the workshop]] in the event they turn violent.  That way, they may be safely relocated to a segregated area where they can work off their aggression harmlessly on the fortress walls.  Be certain to keep them away from [[Dragon|animals]], [[Elf|prisoners]], and [[Noble|other patients]]!  Once the patient has calmed down, they can be brought out and returned to their lives.&lt;br /&gt;
*Animal Therapy&lt;br /&gt;
*:Breakout cases such as above can sometimes be prevented by giving the patient some new pets to take care of.  For reasons uncertain, [[Dog|war dogs]] appear to have the greatest effect (although this may be a matter of availability; researchers have achieved results with [[black bear|bears]], [[tiger]]s, and even [[cow]]s).  If the patient should break at some point, the presence of these animals may be enough to [[fun|tranquilize]] the patient.&lt;br /&gt;
*Group Sessions&lt;br /&gt;
*:It's somewhat common for soldiers to show signs of imminent madness, due to the hardships of life as a warrior.  A widely endorsed suggestion is to surround the patient with their comrades-in-arms, who might provide cheer and a reminder of both duty and the support of friends.  And, should the patient turn violent, they will most likely be subdued with minimal injury (to civilians).&lt;br /&gt;
*Aquatic Cognizance&lt;br /&gt;
*:Every one knows that water helps with aches in joints, what most people don't realize is that in terms of dwarven anatomy, the brain is a joint, thus having a dwarf swim until they recover may help, even more so if their brain is exposed so that the soothing water can affect the joint better.&lt;br /&gt;
*The Winchester Method&lt;br /&gt;
*:In many cases, madness has its roots in a deep feeling of powerlessness experienced by the patient during his schizophrenic delirium, with cases of patients hearing voices of Carps, Elephants and strange stories about [[Main:Boatmurdered|boats being murdered]]. Recent studies show that by safely giving the unfortunate patient the occasion [[Lever|to act on his own initiative]] and make him [[Magma|feel]] the consequences of his actions, dementia can be avoided.&lt;br /&gt;
*Stasis&lt;br /&gt;
*:Sometimes, the patients simply need time to think about their life. A good way of giving them all a long while to think (experts agree) that putting patients into [[Ice|cryo-stasis]] or encasing them in [[Obsidian|carbonite]] is the best way to combat rage, social rejection and [[Noble|other mental issues]].&lt;br /&gt;
&lt;br /&gt;
Any new developments or experimental procedures should be reported to the Mountainhomes immediately for verification and cataloging.  If even a single dwarf is spared the indignity of madness in this way, it will be worth it.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=320242</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=320242"/>
		<updated>2026-09-23T16:20:36Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:31 27 December 2011 (UTC) (UTC)}}{{av}}&lt;br /&gt;
'''Insanity''' causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop [[Food|eating]], [[Alcohol|drinking]] and even [[sleep]]ing. Insanity comes in three flavors: melancholy, stark raving mad and berserk. &lt;br /&gt;
&lt;br /&gt;
The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their [[friend]]s and [[Relationship|family]].  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends [[Rot|decaying]] on open air.&lt;br /&gt;
&lt;br /&gt;
Even [[children]] can be afflicted by insanity. And yes, that is awesome.&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
The following events/conditions can drive a creature insane:&lt;br /&gt;
* A [[strange mood]] job is cancelled for some reason (e.g. the claimed workshop is destroyed)&lt;br /&gt;
* A [[Diplomat]] fails to leave your fortress within 25 days of completing its meeting.&lt;br /&gt;
* A [[Merchant]] fails to leave your fortress within 25 days of finishing trading.&lt;br /&gt;
* A dwarf is forced to stay awake for over 6 months (&amp;quot;Very Drowsy&amp;quot; for a month and a half).&lt;br /&gt;
* A dwarf throws too many [[tantrum]]s during a short period of time (1% chance per tantrum). Dwarves who have completed a strange mood and created an artifact '''cannot''' go insane this way.&lt;br /&gt;
* A dwarf enters a [[strange mood]] but is waiting inside the claimed workshop for the next item (or hasn't yet claimed a workshop) for a month and a half.&lt;br /&gt;
* A [[Diplomat]] or [[merchant]] is trapped inside a [[cage]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity that can occur naturally, but a dwarf may only be afflicted by one at a time (one is enough). The [[personality trait|personality]] of the dwarf influences the type of insanity.&lt;br /&gt;
&lt;br /&gt;
:* '''Stark raving mad'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone stark raving mad!|3:1}}&lt;br /&gt;
::{{DFtext|Running around babbling!|3:1}} / {{DFtext|Crawling around babbling!|3:1}}&lt;br /&gt;
:The afflicted will strip naked and drop each of their items one by one. They will then wander your halls aimlessly (or sometimes stick to their [[room]]), babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyway, as they ignore any and all hazards they encounter while milling about.&lt;br /&gt;
:Dwarves with high '''anxiety''' are more likely to go stark raving mad.&lt;br /&gt;
&lt;br /&gt;
:* '''Melancholy'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stricken by melancholy!|1:1}}&lt;br /&gt;
::{{DFtext|Stricken by melancholy...|1:1}}&lt;br /&gt;
:The afflicted is overcome by depression and will seek out ways to end their life, considerably slowing their movement in the process. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death. Be warned that a melancholy mother may take her baby's life with her own if she still carries it.&lt;br /&gt;
:Dwarves with high '''depression''' are more likely to be stricken by melancholy.&lt;br /&gt;
&lt;br /&gt;
:* '''Berserk'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone berserk!|4:1}}&lt;br /&gt;
::{{DFtext|In a berserk rage!|4:1}}&lt;br /&gt;
:The afflicted attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[artifact]] weapon). Luckily, [[Dog|war dogs]] can quickly bring down an unskilled dwarf.&lt;br /&gt;
:The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[military]].&lt;br /&gt;
:Dwarves with high '''anger''' are more likely to go berserk.&lt;br /&gt;
&lt;br /&gt;
There is one additional type of insanity which your own dwarves will never suffer:&lt;br /&gt;
:* '''Catatonic''' (special)&lt;br /&gt;
::{{DFtext|Staring off into space...|1:1}}&lt;br /&gt;
:The afflicted has experienced things so vile and unspeakable that its mind has completely shut down. Only [[hidden fun stuff]] is capable of producing this type of insanity in this version.&lt;br /&gt;
&lt;br /&gt;
==Dealing with insanity==&lt;br /&gt;
&lt;br /&gt;
As stated, there is no cure for the insane. But there are ways you can deal with dwarf quickly and efficiently which can have little impact on your fort's health. Of course, that isn't always as [[fun]].&lt;br /&gt;
&lt;br /&gt;
*Lock the [[door]] or otherwise seal them in&lt;br /&gt;
:Insane dwarves - even the berserk kind - cannot get by a locked door. If your insane or soon-to-be-insane dwarf is in a lockable room, just lock the door; you can then wait for them to starve themselves to death. Even if your workshops aren't in rooms on their own, you'll have a month or two while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a wall around the workshop and seal the dwarf in. (Indeed, it may be a good idea to start doing this instinctively as soon as a dwarf claims a workshop, or dig 3x3 squares with only one way in for your workshops so you can build a door in the gap and lock it as soon as the dwarf goes mad.)&lt;br /&gt;
&lt;br /&gt;
*Station your military around them&lt;br /&gt;
:If you suspect a dwarf is about to go insane, whether from misery or a failed mood, you can station a squad of soldiers by them&lt;br /&gt;
:This is a decisive solution to dealing with a berserk dwarf. Better they charge into an axe than an unlucky [[mason]] walking along.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have a cliff and that the bottom is accessible&lt;br /&gt;
:As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can more quickly bury the corpse and recover the deceased's items.&lt;br /&gt;
&lt;br /&gt;
*Assign [[dog|wardogs]] to a potential case, or to those around them&lt;br /&gt;
:Similar to military, wardogs will recognize the insane as an enemy, and rip them apart the moment they become a danger. This tends to only work with the more violent types.  One or two is enough for a non-wrestler, and has the advantage of following the dwarf wherever they go.&lt;br /&gt;
&lt;br /&gt;
*Post cage traps&lt;br /&gt;
:Posting a cage trap near a dwarf thats about to go berserk will imprison him in a cage and prevent a needless death. he can be kept alive in this cage indefinitely and it will keep your other dwarves from having a bad thought relation to the would-be death of their friend/husband/whatever.&lt;br /&gt;
&lt;br /&gt;
==Insanity in Adventure Mode==&lt;br /&gt;
&lt;br /&gt;
In [[Adventure Mode]], it is possible to have your adventurer become melancholic, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=320241</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=320241"/>
		<updated>2026-09-23T16:16:34Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor [[Noble#Immigrant_Nobles|immigrant nobles]], but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf will demand bones, skulls, or [[chunk]]s or vermin remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components (with certain exceptions) and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced). If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.  Don't forbid any of his materials after your dwarf has begun building his artifact - he won't go back to collecting materials once started and will end up going insane.&lt;br /&gt;
&lt;br /&gt;
In somewhat rarer cases, a dwarf with a personality preference for a specific material, such as steel or silver [[bar]]s, will demand exactly that specific sub-type of material. For this reason, it is a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material or they are able to find it some other way - or they go [[insane]]. Asking a liaison for likely materials ''in advance'' is a good plan - &amp;quot;next year&amp;quot; is far too long for a moody dwarf to last.  Check your dwarves' [[preference]]s if you care.&lt;br /&gt;
&lt;br /&gt;
If you have any unforbidden [[adamantine]] wafers or cloth in your stockpiles, moods which use cloth or metal as their primary component will insist on using them over all other materials; metal decorations will use any bars that are available, and cloth decorations will only use plant fiber or silk (whichever the dwarf demands). Moods involving stone crafting or masonry will not prefer [[raw adamantine]] over other stones.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| raw clear glass&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| raw crystal glass&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want either a [[skull]] or some vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Appointed [[noble]]s may enter moods as per their default profession, but [[Noble#Immigrant Nobles|immigrant nobles]] are '''not''' eligible for moods.  That includes:&lt;br /&gt;
:Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.&lt;br /&gt;
&lt;br /&gt;
Further, dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'', as listed at the time.  Military professions include:&lt;br /&gt;
:Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.&lt;br /&gt;
&lt;br /&gt;
Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]], [[Administrator]], [[Trader]], [[Building designer|Architect]], [[Alchemist's laboratory|Alchemist]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
If any [[magma forge]]s exist in your fortress, even if they haven't actually been ''constructed'' yet, all moody metalworkers will insist on using one instead of a coal-powered [[metalsmith's forge]]. Whether or not they want a magma forge is determined the instant the strange mood begins, so you should wait until the magma supply is completely full before even '''designating''' it for construction, since a magma forge losing power for even a moment will cause its strange mood to instantly fail. Note that this does ''not'' apply to Glassmaker moods, which will always demand a coal-powered [[glass furnace]] regardless of how many [[magma glass furnace]]s you might have.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skill]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, casket, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Large gem&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanisms&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
Prior to verion 0.27.163.38a, if a moody dwarf demanded a workshop you didn't have and they randomly wandered into any existing workshop or furnace (or you managed to build a new one on top of them), they would claim it ''even if it was the wrong type''. In this case, the actual &amp;quot;mysterious construction&amp;quot; phase of the mood took 3 times as long (nearly two weeks, rather than just over four days), and when construction of the artifact was nearly complete, the dwarf would attempt to '''convert''' the workshop into the type they originally wanted to use ([[forge]]s, [[kennel]]s, [[siege workshop]]s, and [[furnace]]s couldn't be converted, and moody metalworkers and glassmakers would not attempt to perform conversion).&lt;br /&gt;
&lt;br /&gt;
Converted workshops were left with the wrong &amp;quot;impassable&amp;quot; tiles and retained their original (now-inappropriate) [[workshop profile]]s, and if a dwarf managed to claim a [[quern]] or [[millstone]] the result would be very unpredictable (a 3x3 workshop with a 1x1 footprint, potentially still linked to machine power); for these reasons, Toady ended up [[40d:Release_information/0.27.176.38a|removing]] this feature from the game.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack everybody in sight.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime. The only events which ''can'' cancel a strange mood are the destruction of the workshop (including loss of power for a [[magma forge]]) or a severe injury which leaves the dwarf unable to use its hands.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320240</id>
		<title>23a:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320240"/>
		<updated>2026-09-23T16:15:48Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Quirks */ specifically, metal/glass moods never attempt conversion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor can [[noble]]s, but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
Artifacts are generated with a randomly generated name, though 1% of moody dwarves (unless Fell or Macabre) will name their artifacts after themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced).  If the moody dwarf remains idle, then the necessary materials are not available. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw glass of every type, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]]&lt;br /&gt;
| the correct ore&lt;br /&gt;
| an ore mine&lt;br /&gt;
| ore... particular ore&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (rough)&amp;lt;br /&amp;gt;Raw glass&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| the right stone&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| the proper surface to work on&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks...&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| leather&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| Plant [[cloth]]&amp;lt;br /&amp;gt;Silk&lt;br /&gt;
| cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages), a specific gemstone, or ''any'' type of gemstone.  Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The ''primary'' component of the strange mood will typically be based on the dwarf's preferences:&lt;br /&gt;
* A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. A dwarf without any stone preferences will pick a type at random.&lt;br /&gt;
* A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. With no cloth preferences, the dwarf will pick either type at random.&lt;br /&gt;
* A moody furnace operator, blacksmith, or metal crafter can demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]], according to material preferences. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed, even if preferred. In the absence of preferences, a metal type is chosen randomly.&lt;br /&gt;
* A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]], based on preferences. If you have not dug far enough into the mountain, then iron is disallowed. If neither metal is preferred, one of the candidates is chosen at random.&lt;br /&gt;
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]].&lt;br /&gt;
* A moody jeweler will require the specific gem they happen to like; if they have no gem preference, they will use ''any'' gems you happen to have.&lt;br /&gt;
* A moody glassmaker will require the specific type of glass they happen to like; if they have no glass preference, they will pick a type at random.&lt;br /&gt;
* A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells; with no preferences, one is picked randomly.&lt;br /&gt;
* A dwarf in a macabre mood will randomly select either bones, remains, or a skull.&lt;br /&gt;
&lt;br /&gt;
The remaining &amp;quot;decoration&amp;quot; items are selected as follows:&lt;br /&gt;
* Possible item types:&lt;br /&gt;
** Wood logs of any type.&lt;br /&gt;
** Metal bars of a specific type - iron, gold, steel, electrum (or silver, if the [[Dungeon master]] hasn't arrived yet), platinum, silver, copper, bronze, brass, or tin. If you haven't dug deep enough, the first 5 types will be ignored. Metalsmiths will never decorate with metal bars.&lt;br /&gt;
** Cut gems of any type. Gem Cutters and Gem Setters will never decorate with cut gems.&lt;br /&gt;
** Rock blocks of a specific color - gray, dark, or light. Miners, Engravers, Masons, and Stone Crafters will never request blocks.&lt;br /&gt;
** Metal ore of a specific type - hematite, native gold, native platinum, galena, malachite, sphalerite, or cassiterite. If you haven't dug deep enough, the first 3 types will be ignored.&lt;br /&gt;
** Rough gems of any type&lt;br /&gt;
** Boulders of a random color - gray, dark, or light.&lt;br /&gt;
** Bones&lt;br /&gt;
** Shells&lt;br /&gt;
** Leather&lt;br /&gt;
** Cloth of a specific type - plant fiber, or silk.&lt;br /&gt;
** Raw glass of a specific type - green, clear, or crystal. Glassmakers will never decorate with any type of glass.&lt;br /&gt;
*Decoration items will never be the same type as the primary mood material, and some types of moods will additionally refuse to use specific item as decorations as noted above.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
*Dwarves in macabre moods will replace 50% of their decoration item requests with [[skull]]s, [[bones]], or vermin [[remains]].&lt;br /&gt;
*Stone [[block]]s will '''not''' actually be used to make decorations - the dwarf will merely use them as a work surface and ''destroy'' them upon completion of the mood.&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods, though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;. Requests for 'macabre' items are stated as &amp;quot;Leave me. I need... things... certain things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
* There is no currently active strange mood,&lt;br /&gt;
* The maximum number of artifacts is not met,&lt;br /&gt;
* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; It is not clear exactly what counts as &amp;quot;item created&amp;quot;, but all methods which count toward [[mandate]]s appear to be included.&lt;br /&gt;
* The distance you have mined into the mountain divided by 20. Consequently, no fortress can ever have more than 18 artifacts, and getting that many requires digging past the [[Eerie glowing pit]]s (but does '''not''' require mining any [[raw adamantine]]).&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves with the profession Miner, Carpenter, Mason, Trapper, Metalsmith, Jeweler, Craftsdwarf, Fisherdwarf, Farmer, Mechanic, Recruit, Peasant, or Child may enter a strange mood. [[Noble]]s, trained [[soldier]]s (other than Recruit), and babies are '''not''' eligible for moods.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 1, but some professions are more likely to enter a strange mood than others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Metalsmith, Jeweler, Craftsdwarf&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Carpenter, Mason&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Miner, Mechanic, and all other [[profession]]s&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 1 chance each) plus one Armorer (with 16 chances), that one Armorer would have a 16 in 36 chance &amp;lt;small&amp;gt;(20 dwarves x 1 chances each = 20 + 16 chances more = 36 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's 4 in 9, while the other 20 have a 1 in 36 chance each.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Fisherdwarf or Trapper can be taken by a mood, but that will not make those skills legendary.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 25 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.&lt;br /&gt;
&lt;br /&gt;
Metalworking moods will insist on using a [[magma forge]] once you have discovered the [[magma flow]] - until then, they will use an ordinary [[metalsmith's forge]] instead.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Alchemist]]&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Operator]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style. The 4 [[adamantine]]-related skills are exceptionally valuable due to the limited time available to train them, but the likelihood of actually getting such a mood is so low as to be almost nonexistent.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), backpack, quiver&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| Each equipment item with [HARD] but not [SOFT] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, helm), any shield, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism &lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons and trap components in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably.&lt;br /&gt;
&lt;br /&gt;
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes obsessed with &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to &amp;quot;Seek Artifact&amp;quot; and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes uneasy and drops &amp;lt;artifact&amp;gt;.|6:1}}&lt;br /&gt;
: The dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes nervous and cleverly hides &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].&lt;br /&gt;
&lt;br /&gt;
If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
If a moody dwarf demands a workshop you don't have, they will stand around until you build one yourself, but if you build any workshop or furnace on top of them (or if they randomly wander into any existing workshop or furnace), they will claim it ''even if it is the wrong type''. In this case, the actual &amp;quot;mysterious construction&amp;quot; phase of the mood will take 3 times as long (nearly two weeks, rather than just over four days), and when construction of the artifact is nearly complete, the dwarf will attempt to '''convert''' the workshop into the type they originally wanted to use ([[forge]]s, [[kennel]]s, [[siege workshop]]s, and [[furnace]]s cannot be converted, and moody metalworkers and glassmakers will not attempt to perform conversion).&lt;br /&gt;
&lt;br /&gt;
Converted workshops are left with the wrong &amp;quot;impassable&amp;quot; tiles; this, and other unknown problems, ultimately led Toady to ''remove'' this feature in version [[40d:Release_information/0.27.176.38a|0.27.176.38a]].&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and animals.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Anything which forcefully cancels the &amp;quot;Strange Mood&amp;quot; job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Dwarves who are carrying artifacts ''never'' drop, hide, or become obsessed with them. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x14079B : 8A -&amp;gt; 8B&lt;br /&gt;
0x1407A1 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x15E23D : C0 FE C2 04 00 90 90 90 -&amp;gt; E0 01 83 C0 FE C2 04 00&lt;br /&gt;
0x0B5430 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x1E8015 : 0F BE C0 -&amp;gt; 90 90 90&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Artifact gauntlets are [http://www.bay12forums.com/smf/index.php?topic=20301.msg223064#msg223064 always right-handed], rather than randomly choosing between right-handed or left-handed. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x12DD09 : 01 -&amp;gt; 02&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Moody armorsmiths incorrectly produce helmets using the SHOES item type. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x171ED7 : 0F 95 C0 84 C0 -&amp;gt; BD 1D 00 00 00&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
*[[Insanity]]&lt;br /&gt;
*[[Artifact]]&lt;br /&gt;
*[[Profession]]&lt;br /&gt;
*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=320238</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=320238"/>
		<updated>2026-09-23T15:39:53Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor [[Noble#Immigrant_Nobles|immigrant nobles]], but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf will demand bones, skulls, or [[chunk]]s or vermin remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components (with certain exceptions) and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced). If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.  Don't forbid any of his materials after your dwarf has begun building his artifact - he won't go back to collecting materials once started and will end up going insane.&lt;br /&gt;
&lt;br /&gt;
In somewhat rarer cases, a dwarf with a personality preference for a specific material, such as steel or silver [[bar]]s, will demand exactly that specific sub-type of material. For this reason, it is a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material or they are able to find it some other way - or they go [[insane]]. Asking a liaison for likely materials ''in advance'' is a good plan - &amp;quot;next year&amp;quot; is far too long for a moody dwarf to last.  Check your dwarves' [[preference]]s if you care.&lt;br /&gt;
&lt;br /&gt;
If you have any unforbidden [[adamantine]] wafers or cloth in your stockpiles, moods which use cloth or metal as their primary component will insist on using them over all other materials; metal decorations will use any bars that are available, and cloth decorations will only use plant fiber or silk (whichever the dwarf demands). Moods involving stone crafting or masonry will not prefer [[raw adamantine]] over other stones.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| raw clear glass&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| raw crystal glass&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want either a [[skull]] or some vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Appointed [[noble]]s may enter moods as per their default profession, but [[Noble#Immigrant Nobles|immigrant nobles]] are '''not''' eligible for moods.  That includes:&lt;br /&gt;
:Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.&lt;br /&gt;
&lt;br /&gt;
Further, dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'', as listed at the time.  Military professions include:&lt;br /&gt;
:Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.&lt;br /&gt;
&lt;br /&gt;
Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]], [[Administrator]], [[Trader]], [[Building designer|Architect]], [[Alchemist's laboratory|Alchemist]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
If any [[magma forge]]s exist in your fortress, even if they haven't actually been ''constructed'' yet, all moody metalworkers will insist on using one instead of a coal-powered [[metalsmith's forge]]. Whether or not they want a magma forge is determined the instant the strange mood begins, so you should wait until the magma supply is completely full before even '''designating''' it for construction, since a magma forge losing power for even a moment will cause its strange mood to instantly fail. Note that this does ''not'' apply to Glassmaker moods, which will always demand a coal-powered [[glass furnace]] regardless of how many [[magma glass furnace]]s you might have.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skill]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, casket, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Large gem&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanisms&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
Prior to verion 0.27.163.38a, if a moody dwarf demanded a workshop you didn't have and they randomly wandered into any existing workshop or furnace (or you managed to build a new one on top of them), they would claim it ''even if it was the wrong type''. In this case, the actual &amp;quot;mysterious construction&amp;quot; phase of the mood took 3 times as long (nearly two weeks, rather than just over four days), and when construction of the artifact was nearly complete, the dwarf would attempt to '''convert''' the workshop into the type they originally wanted to use ([[forge]]s, [[kennel]]s, [[siege workshop]]s, and [[furnace]]s couldn't be converted, and workshops couldn't be converted into a new [[forge]]).&lt;br /&gt;
&lt;br /&gt;
Converted workshops were left with the wrong &amp;quot;impassable&amp;quot; tiles and retained their original (now-inappropriate) [[workshop profile]]s, and if a dwarf managed to claim a [[quern]] or [[millstone]] the result would be very unpredictable (a 3x3 workshop with a 1x1 footprint, potentially still linked to machine power); for these reasons, Toady ended up [[40d:Release_information/0.27.176.38a|removing]] this feature from the game.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack everybody in sight.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime. The only events which ''can'' cancel a strange mood are the destruction of the workshop (including loss of power for a [[magma forge]]) or a severe injury which leaves the dwarf unable to use its hands.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=320237</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=320237"/>
		<updated>2026-09-23T15:38:45Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor [[Noble#Immigrant_Nobles|immigrant nobles]], but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf will demand bones, skulls, or [[chunk]]s or vermin remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components (with certain exceptions) and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced). If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.  Don't forbid any of his materials after your dwarf has begun building his artifact - he won't go back to collecting materials once started and will end up going insane.&lt;br /&gt;
&lt;br /&gt;
In somewhat rarer cases, a dwarf with a personality preference for a specific material, such as steel or silver [[bar]]s, will demand exactly that specific sub-type of material. For this reason, it is a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material or they are able to find it some other way - or they go [[insane]]. Asking a liaison for likely materials ''in advance'' is a good plan - &amp;quot;next year&amp;quot; is far too long for a moody dwarf to last.  Check your dwarves' [[preference]]s if you care.&lt;br /&gt;
&lt;br /&gt;
If you have any unforbidden [[adamantine]] wafers or cloth in your stockpiles, moods which use cloth or metal as their primary component will insist on using them over all other materials; metal decorations will use any bars that are available, and cloth decorations will only use plant fiber or silk (whichever the dwarf demands). Moods involving stone crafting or masonry will not prefer [[raw adamantine]] over other stones.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| raw clear glass&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| raw crystal glass&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want either a [[skull]] or some vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Appointed [[noble]]s may enter moods as per their default profession, but [[Noble#Immigrant Nobles|immigrant nobles]] are '''not''' eligible for moods.  That includes:&lt;br /&gt;
:Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.&lt;br /&gt;
&lt;br /&gt;
Further, dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'', as listed at the time.  Military professions include:&lt;br /&gt;
:Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.&lt;br /&gt;
&lt;br /&gt;
Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]], [[Administrator]], [[Trader]], [[Building designer|Architect]], [[Alchemist's laboratory|Alchemist]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
If any [[magma forge]]s exist in your fortress, even if they haven't actually been ''constructed'' yet, all moody metalworkers will insist on using one instead of a coal-powered [[metalsmith's forge]]. Whether or not they want a magma forge is determined the instant the strange mood begins, so you should wait until the magma supply is completely full before even '''designating''' it for construction, since a magma forge losing power for even a moment will cause its strange mood to instantly fail. Note that this does ''not'' apply to Glassmaker moods, which will always demand a coal-powered [[glass furnace]] regardless of how many [[magma glass furnace]]s you might have.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skill]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, casket, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Large gem&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanisms&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
Prior to verion 0.27.163.38a, if a moody dwarf demanded a workshop you didn't have and they randomly wandered into any existing workshop or furnace (or you managed to build a new one on top of them), they would claim it ''even if it was the wrong type''. In this case, the actual &amp;quot;mysterious construction&amp;quot; phase of the mood took 3 times as long (nearly two weeks, rather than just over four days), and when construction of the artifact was nearly complete, the dwarf would attempt to '''convert''' the workshop into the type they originally wanted to use ([[forge]]s, [[kennel]]s, [[siege workshop]]s, and [[furnace]]s couldn't be converted, and workshops couldn't be converted into a new [[forge]]).&lt;br /&gt;
&lt;br /&gt;
Converted workshops were left with the wrong &amp;quot;impassable&amp;quot; tiles and retained their original (now-inappropriate) [[workshop profile]]s, and if a dwarf managed to claim a [[quern]] or [[millstone]] the result would be very unpredictable; for these reasons, Toady ended up [[40d:Release_information/0.27.176.38a|removing]] this feature from the game.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack everybody in sight.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime. The only events which ''can'' cancel a strange mood are the destruction of the workshop (including loss of power for a [[magma forge]]) or a severe injury which leaves the dwarf unable to use its hands.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=320235</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=320235"/>
		<updated>2026-09-23T15:11:43Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Failure */ note to self: test this in version 0.27.173.38a (or at least disassemble it and analyze the relevant code)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor [[Noble#Immigrant_Nobles|immigrant nobles]], but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf will demand bones, skulls, or [[chunk]]s or vermin remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components (with certain exceptions) and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced). If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.  Don't forbid any of his materials after your dwarf has begun building his artifact - he won't go back to collecting materials once started and will end up going insane.&lt;br /&gt;
&lt;br /&gt;
In somewhat rarer cases, a dwarf with a personality preference for a specific material, such as steel or silver [[bar]]s, will demand exactly that specific sub-type of material. For this reason, it is a good idea to keep as many types of material on hand as possible, including the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material or they are able to find it some other way - or they go [[insane]]. Asking a liaison for likely materials ''in advance'' is a good plan - &amp;quot;next year&amp;quot; is far too long for a moody dwarf to last.  Check your dwarves' [[preference]]s if you care.&lt;br /&gt;
&lt;br /&gt;
If you have any unforbidden [[adamantine]] wafers or cloth in your stockpiles, moods which use cloth or metal as their primary component will insist on using them over all other materials; metal decorations will use any bars that are available, and cloth decorations will only use plant fiber or silk (whichever the dwarf demands). Moods involving stone crafting or masonry will not prefer [[raw adamantine]] over other stones.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| raw clear glass&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| raw crystal glass&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want either a [[skull]] or some vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Appointed [[noble]]s may enter moods as per their default profession, but [[Noble#Immigrant Nobles|immigrant nobles]] are '''not''' eligible for moods.  That includes:&lt;br /&gt;
:Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.&lt;br /&gt;
&lt;br /&gt;
Further, dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'', as listed at the time.  Military professions include:&lt;br /&gt;
:Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.&lt;br /&gt;
&lt;br /&gt;
Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]], [[Administrator]], [[Trader]], [[Building designer|Architect]], [[Alchemist's laboratory|Alchemist]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
If any [[magma forge]]s exist in your fortress, even if they haven't actually been ''constructed'' yet, all moody metalworkers will insist on using one instead of a coal-powered [[metalsmith's forge]]. Whether or not they want a magma forge is determined the instant the strange mood begins, so you should wait until the magma supply is completely full before even '''designating''' it for construction, since a magma forge losing power for even a moment will cause its strange mood to instantly fail. Note that this does ''not'' apply to Glassmaker moods, which will always demand a coal-powered [[glass furnace]] regardless of how many [[magma glass furnace]]s you might have.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skill]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, casket, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Large gem&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanisms&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
Prior to verion 0.27.163.38a, if a moody dwarf demanded a workshop you didn't have and they randomly wandered into any existing workshop or furnace (or you managed to build a new one on top of them), they would claim it ''even if it was the wrong type''. In this case, the actual &amp;quot;mysterious construction&amp;quot; phase of the mood took 3 times as long (nearly two weeks, rather than just over four days), and when construction of the artifact was nearly complete, the dwarf would attempt to '''convert''' the workshop into the type they originally wanted to use ([[forge]]s, [[kennel]]s, [[siege workshop]]s, and [[furnace]]s couldn't be converted, and workshops couldn't be converted into a new [[forge]]).&lt;br /&gt;
&lt;br /&gt;
Converted workshops were left with the wrong &amp;quot;impassable&amp;quot; tiles and retained their original (now-inappropriate) [[workshop profile]]s; for these reasons (and others not mentioned), Toady [[40d:Release_information/0.27.176.38a|removed]] this feature from the game.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack everybody in sight.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime. The only events which ''can'' cancel a strange mood are the destruction of the workshop (including loss of power for a [[magma forge]]) or a severe injury which leaves the dwarf unable to use its hands.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Their_wagons_have_bypassed_your_inaccessible_site&amp;diff=320220</id>
		<title>Their wagons have bypassed your inaccessible site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Their_wagons_have_bypassed_your_inaccessible_site&amp;diff=320220"/>
		<updated>2026-09-23T02:25:18Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
This error message appears if a [[merchant]] tries to arrive with [[wagon]]s but there is no wagon-accessible path to your [[trade depot]] (or you don't have a trade depot at all). If you get this message, it is too late to do anything about it for the current caravan - the wagons will '''not''' enter the map, but any pack animals will still show up and try to find their way to your depot.&lt;br /&gt;
&lt;br /&gt;
To fix this error for the ''next'' caravan, do one of the following:&lt;br /&gt;
* Build a [[trade depot]] in an already-accessible place.&lt;br /&gt;
* Make a path, at least three tiles wide, from your current trade depot to the edge of the map with no obstructions. You may need to cut down [[tree]]s, smooth [[boulder]]s, or use [[ramp]]s and [[mine]]d passageways. Build [[road]]s through any vegetation to ensure that no new plants grow up to disrupt the path in the future.&lt;br /&gt;
** Only edges that were originally accessible from the [[Wagon (embark)|embark wagon]] will work - if your fortress is bisected by a [[river]], then caravans and migrants will only ever arrive at tiles which were on &amp;quot;your&amp;quot; side of the river, and even if you later build a bridge across to the other side, those edges will never be used.&lt;br /&gt;
* Wagons need a 3×4 tile 'parking space' next to the trade depot so they can unload their wares. &lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Errors}}&lt;br /&gt;
{{Category|Trade}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Their wagons have bypassed your inaccessible site]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320219</id>
		<title>23a:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320219"/>
		<updated>2026-09-23T01:26:31Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor can [[noble]]s, but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
Artifacts are generated with a randomly generated name, though 1% of moody dwarves (unless Fell or Macabre) will name their artifacts after themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced).  If the moody dwarf remains idle, then the necessary materials are not available. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw glass of every type, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]]&lt;br /&gt;
| the correct ore&lt;br /&gt;
| an ore mine&lt;br /&gt;
| ore... particular ore&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (rough)&amp;lt;br /&amp;gt;Raw glass&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| the right stone&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| the proper surface to work on&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks...&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| leather&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| Plant [[cloth]]&amp;lt;br /&amp;gt;Silk&lt;br /&gt;
| cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages), a specific gemstone, or ''any'' type of gemstone.  Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The ''primary'' component of the strange mood will typically be based on the dwarf's preferences:&lt;br /&gt;
* A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. A dwarf without any stone preferences will pick a type at random.&lt;br /&gt;
* A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. With no cloth preferences, the dwarf will pick either type at random.&lt;br /&gt;
* A moody furnace operator, blacksmith, or metal crafter can demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]], according to material preferences. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed, even if preferred. In the absence of preferences, a metal type is chosen randomly.&lt;br /&gt;
* A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]], based on preferences. If you have not dug far enough into the mountain, then iron is disallowed. If neither metal is preferred, one of the candidates is chosen at random.&lt;br /&gt;
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]].&lt;br /&gt;
* A moody jeweler will require the specific gem they happen to like; if they have no gem preference, they will use ''any'' gems you happen to have.&lt;br /&gt;
* A moody glassmaker will require the specific type of glass they happen to like; if they have no glass preference, they will pick a type at random.&lt;br /&gt;
* A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells; with no preferences, one is picked randomly.&lt;br /&gt;
* A dwarf in a macabre mood will randomly select either bones, remains, or a skull.&lt;br /&gt;
&lt;br /&gt;
The remaining &amp;quot;decoration&amp;quot; items are selected as follows:&lt;br /&gt;
* Possible item types:&lt;br /&gt;
** Wood logs of any type.&lt;br /&gt;
** Metal bars of a specific type - iron, gold, steel, electrum (or silver, if the [[Dungeon master]] hasn't arrived yet), platinum, silver, copper, bronze, brass, or tin. If you haven't dug deep enough, the first 5 types will be ignored. Metalsmiths will never decorate with metal bars.&lt;br /&gt;
** Cut gems of any type. Gem Cutters and Gem Setters will never decorate with cut gems.&lt;br /&gt;
** Rock blocks of a specific color - gray, dark, or light. Miners, Engravers, Masons, and Stone Crafters will never request blocks.&lt;br /&gt;
** Metal ore of a specific type - hematite, native gold, native platinum, galena, malachite, sphalerite, or cassiterite. If you haven't dug deep enough, the first 3 types will be ignored.&lt;br /&gt;
** Rough gems of any type&lt;br /&gt;
** Boulders of a random color - gray, dark, or light.&lt;br /&gt;
** Bones&lt;br /&gt;
** Shells&lt;br /&gt;
** Leather&lt;br /&gt;
** Cloth of a specific type - plant fiber, or silk.&lt;br /&gt;
** Raw glass of a specific type - green, clear, or crystal. Glassmakers will never decorate with any type of glass.&lt;br /&gt;
*Decoration items will never be the same type as the primary mood material, and some types of moods will additionally refuse to use specific item as decorations as noted above.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
*Dwarves in macabre moods will replace 50% of their decoration item requests with [[skull]]s, [[bones]], or vermin [[remains]].&lt;br /&gt;
*Stone [[block]]s will '''not''' actually be used to make decorations - the dwarf will merely use them as a work surface and ''destroy'' them upon completion of the mood.&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods, though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;. Requests for 'macabre' items are stated as &amp;quot;Leave me. I need... things... certain things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
* There is no currently active strange mood,&lt;br /&gt;
* The maximum number of artifacts is not met,&lt;br /&gt;
* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; It is not clear exactly what counts as &amp;quot;item created&amp;quot;, but all methods which count toward [[mandate]]s appear to be included.&lt;br /&gt;
* The distance you have mined into the mountain divided by 20. Consequently, no fortress can ever have more than 18 artifacts, and getting that many requires digging past the [[Eerie glowing pit]]s (but does '''not''' require mining any [[raw adamantine]]).&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves with the profession Miner, Carpenter, Mason, Trapper, Metalsmith, Jeweler, Craftsdwarf, Fisherdwarf, Farmer, Mechanic, Recruit, Peasant, or Child may enter a strange mood. [[Noble]]s, trained [[soldier]]s (other than Recruit), and babies are '''not''' eligible for moods.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 1, but some professions are more likely to enter a strange mood than others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Metalsmith, Jeweler, Craftsdwarf&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Carpenter, Mason&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Miner, Mechanic, and all other [[profession]]s&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 1 chance each) plus one Armorer (with 16 chances), that one Armorer would have a 16 in 36 chance &amp;lt;small&amp;gt;(20 dwarves x 1 chances each = 20 + 16 chances more = 36 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's 4 in 9, while the other 20 have a 1 in 36 chance each.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Fisherdwarf or Trapper can be taken by a mood, but that will not make those skills legendary.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 25 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.&lt;br /&gt;
&lt;br /&gt;
Metalworking moods will insist on using a [[magma forge]] once you have discovered the [[magma flow]] - until then, they will use an ordinary [[metalsmith's forge]] instead.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Alchemist]]&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Operator]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style. The 4 [[adamantine]]-related skills are exceptionally valuable due to the limited time available to train them, but the likelihood of actually getting such a mood is so low as to be almost nonexistent.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), backpack, quiver&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| Each equipment item with [HARD] but not [SOFT] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, helm), any shield, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism &lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons and trap components in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably.&lt;br /&gt;
&lt;br /&gt;
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes obsessed with &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to &amp;quot;Seek Artifact&amp;quot; and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes uneasy and drops &amp;lt;artifact&amp;gt;.|6:1}}&lt;br /&gt;
: The dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes nervous and cleverly hides &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].&lt;br /&gt;
&lt;br /&gt;
If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
If a moody dwarf demands a workshop you don't have, they will stand around until you build one yourself, but if you build any workshop or furnace on top of them (or if they randomly wander into any existing workshop or furnace), they will claim it ''even if it is the wrong type''. In this case, the actual &amp;quot;mysterious construction&amp;quot; phase of the mood will take 3 times as long (nearly two weeks, rather than just over four days), and when construction of the artifact is nearly complete, the dwarf will attempt to '''convert''' the workshop into the type they originally wanted to use ([[forge]]s, [[kennel]]s, [[siege workshop]]s, and [[furnace]]s cannot be converted, and workshops cannot be converted into a new [[forge]]).&lt;br /&gt;
&lt;br /&gt;
Converted workshops are left with the wrong &amp;quot;impassable&amp;quot; tiles; this, and other unknown problems, ultimately led Toady to ''remove'' this feature in version [[40d:Release_information/0.27.176.38a|0.27.176.38a]].&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and animals.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Anything which forcefully cancels the &amp;quot;Strange Mood&amp;quot; job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Dwarves who are carrying artifacts ''never'' drop, hide, or become obsessed with them. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x14079B : 8A -&amp;gt; 8B&lt;br /&gt;
0x1407A1 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x15E23D : C0 FE C2 04 00 90 90 90 -&amp;gt; E0 01 83 C0 FE C2 04 00&lt;br /&gt;
0x0B5430 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x1E8015 : 0F BE C0 -&amp;gt; 90 90 90&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Artifact gauntlets are [http://www.bay12forums.com/smf/index.php?topic=20301.msg223064#msg223064 always right-handed], rather than randomly choosing between right-handed or left-handed. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x12DD09 : 01 -&amp;gt; 02&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Moody armorsmiths incorrectly produce helmets using the SHOES item type. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x171ED7 : 0F 95 C0 84 C0 -&amp;gt; BD 1D 00 00 00&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
*[[Insanity]]&lt;br /&gt;
*[[Artifact]]&lt;br /&gt;
*[[Profession]]&lt;br /&gt;
*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320215</id>
		<title>23a:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320215"/>
		<updated>2026-09-22T22:07:20Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor can [[noble]]s, but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
Artifacts are generated with a randomly generated name, though 1% of moody dwarves (unless Fell or Macabre) will name their artifacts after themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced).  If the moody dwarf remains idle, then the necessary materials are not available. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw glass of every type, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]]&lt;br /&gt;
| the correct ore&lt;br /&gt;
| an ore mine&lt;br /&gt;
| ore... particular ore&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (rough)&amp;lt;br /&amp;gt;Raw glass&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| the right stone&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| the proper surface to work on&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks...&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| leather&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| Plant [[cloth]]&amp;lt;br /&amp;gt;Silk&lt;br /&gt;
| cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages), a specific gemstone, or ''any'' type of gemstone.  Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The ''primary'' component of the strange mood will typically be based on the dwarf's preferences:&lt;br /&gt;
* A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. A dwarf without any stone preferences will pick a type at random.&lt;br /&gt;
* A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. With no cloth preferences, the dwarf will pick either type at random.&lt;br /&gt;
* A moody furnace operator, blacksmith, or metal crafter can demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]], according to material preferences. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed, even if preferred. In the absence of preferences, a metal type is chosen randomly.&lt;br /&gt;
* A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]], based on preferences. If you have not dug far enough into the mountain, then iron is disallowed. If neither metal is preferred, one of the candidates is chosen at random.&lt;br /&gt;
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]].&lt;br /&gt;
* A moody jeweler will require the specific gem they happen to like; if they have no gem preference, they will use ''any'' gems you happen to have.&lt;br /&gt;
* A moody glassmaker will require the specific type of glass they happen to like; if they have no glass preference, they will pick a type at random.&lt;br /&gt;
* A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells; with no preferences, one is picked randomly.&lt;br /&gt;
* A dwarf in a macabre mood will randomly select either bones, remains, or a skull.&lt;br /&gt;
&lt;br /&gt;
The remaining &amp;quot;decoration&amp;quot; items are selected as follows:&lt;br /&gt;
* Possible item types:&lt;br /&gt;
** Wood logs of any type.&lt;br /&gt;
** Metal bars of a specific type - iron, gold, steel, electrum (or silver, if the [[Dungeon master]] hasn't arrived yet), platinum, silver, copper, bronze, brass, or tin. If you haven't dug deep enough, the first 5 types will be ignored. Metalsmiths will never decorate with metal bars.&lt;br /&gt;
** Cut gems of any type. Gem Cutters and Gem Setters will never decorate with cut gems.&lt;br /&gt;
** Rock blocks of a specific color - gray, dark, or light. Miners, Engravers, Masons, and Stone Crafters will never request blocks.&lt;br /&gt;
** Metal ore of a specific type - hematite, native gold, native platinum, galena, malachite, sphalerite, or cassiterite. If you haven't dug deep enough, the first 3 types will be ignored.&lt;br /&gt;
** Rough gems of any type&lt;br /&gt;
** Boulders of a random color - gray, dark, or light.&lt;br /&gt;
** Bones&lt;br /&gt;
** Shells&lt;br /&gt;
** Leather&lt;br /&gt;
** Cloth of a specific type - plant fiber, or silk.&lt;br /&gt;
** Raw glass of a specific type - green, clear, or crystal. Glassmakers will never decorate with any type of glass.&lt;br /&gt;
*Decoration items will never be the same type as the primary mood material, and some types of moods will additionally refuse to use specific item as decorations as noted above.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
*Dwarves in macabre moods will replace 50% of their decoration item requests with [[skull]]s, [[bones]], or vermin [[remains]].&lt;br /&gt;
*Stone [[block]]s will '''not''' actually be used to make decorations - the dwarf will merely use them as a work surface and ''destroy'' them upon completion of the mood.&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods, though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;. Requests for 'macabre' items are stated as &amp;quot;Leave me. I need... things... certain things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; It is not clear exactly what counts as &amp;quot;item created&amp;quot;, but all methods which count toward [[mandate]]s appear to be included.&lt;br /&gt;
* The distance you have mined into the mountain divided by 20. Consequently, no fortress can ever have more than 18 artifacts, and getting that many requires digging past the [[Eerie glowing pit]]s (but does '''not''' require mining any [[raw adamantine]]).&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves with the profession Miner, Carpenter, Mason, Trapper, Metalsmith, Jeweler, Craftsdwarf, Fisherdwarf, Farmer, Mechanic, Recruit, Peasant, or Child may enter a strange mood. [[Noble]]s, trained [[soldier]]s (other than Recruit), and babies are '''not''' eligible for moods.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 1, but some professions are more likely to enter a strange mood than others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Metalsmith, Jeweler, Craftsdwarf&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Carpenter, Mason&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Miner, Mechanic, and all other [[profession]]s&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 1 chance each) plus one Armorer (with 16 chances), that one Armorer would have a 16 in 36 chance &amp;lt;small&amp;gt;(20 dwarves x 1 chances each = 20 + 16 chances more = 36 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's 4 in 9, while the other 20 have a 1 in 36 chance each.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Fisherdwarf or Trapper can be taken by a mood, but that will not make those skills legendary.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 25 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.&lt;br /&gt;
&lt;br /&gt;
Metalworking moods will insist on using a [[magma forge]] once you have discovered the [[magma flow]] - until then, they will use an ordinary [[metalsmith's forge]] instead.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Alchemist]]&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Operator]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style. The 4 [[adamantine]]-related skills are exceptionally valuable due to the limited time available to train them, but the likelihood of actually getting such a mood is so low as to be almost nonexistent.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), backpack, quiver&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| Each equipment item with [HARD] but not [SOFT] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, helm), any shield, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism &lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons and trap components in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably.&lt;br /&gt;
&lt;br /&gt;
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes obsessed with &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to &amp;quot;Seek Artifact&amp;quot; and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes uneasy and drops &amp;lt;artifact&amp;gt;.|6:1}}&lt;br /&gt;
: The dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes nervous and cleverly hides &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].&lt;br /&gt;
&lt;br /&gt;
If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
If a moody dwarf demands a workshop you don't have, they will stand around until you build one yourself, but if you build any workshop or furnace on top of them (or if they randomly wander into any existing workshop or furnace), they will claim it ''even if it is the wrong type''. In this case, the actual &amp;quot;mysterious construction&amp;quot; phase of the mood will take 3 times as long (nearly two weeks, rather than just over four days), and when construction of the artifact is nearly complete, the dwarf will attempt to '''convert''' the workshop into the type they originally wanted to use ([[forge]]s, [[kennel]]s, [[siege workshop]]s, and [[furnace]]s cannot be converted, and workshops cannot be converted into a new [[forge]]).&lt;br /&gt;
&lt;br /&gt;
Converted workshops are left with the wrong &amp;quot;impassable&amp;quot; tiles; this, and other unknown problems, ultimately led Toady to ''remove'' this feature in version [[40d:Release_information/0.27.176.38a|0.27.176.38a]].&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and animals.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Anything which forcefully cancels the &amp;quot;Strange Mood&amp;quot; job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Dwarves who are carrying artifacts ''never'' drop, hide, or become obsessed with them. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x14079B : 8A -&amp;gt; 8B&lt;br /&gt;
0x1407A1 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x15E23D : C0 FE C2 04 00 90 90 90 -&amp;gt; E0 01 83 C0 FE C2 04 00&lt;br /&gt;
0x0B5430 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x1E8015 : 0F BE C0 -&amp;gt; 90 90 90&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Artifact gauntlets are [http://www.bay12forums.com/smf/index.php?topic=20301.msg223064#msg223064 always right-handed], rather than randomly choosing between right-handed or left-handed. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x12DD09 : 01 -&amp;gt; 02&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Moody armorsmiths incorrectly produce helmets using the SHOES item type. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x171ED7 : 0F 95 C0 84 C0 -&amp;gt; BD 1D 00 00 00&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320211</id>
		<title>23a:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320211"/>
		<updated>2026-09-22T21:34:56Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor can [[noble]]s, but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
Artifacts are generated with a randomly generated name, though 1% of moody dwarves (unless Fell or Macabre) will name their artifacts after themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced).  If the moody dwarf remains idle, then the necessary materials are not available. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw glass of every type, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]]&lt;br /&gt;
| the correct ore&lt;br /&gt;
| an ore mine&lt;br /&gt;
| ore... particular ore&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (rough)&amp;lt;br /&amp;gt;Raw glass&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| the right stone&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| the proper surface to work on&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks...&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| leather&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| Plant [[cloth]]&amp;lt;br /&amp;gt;Silk&lt;br /&gt;
| cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages), a specific gemstone, or ''any'' type of gemstone.  Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The ''primary'' component of the strange mood will typically be based on the dwarf's preferences:&lt;br /&gt;
* A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. A dwarf without any stone preferences will pick a type at random.&lt;br /&gt;
* A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. With no cloth preferences, the dwarf will pick either type at random.&lt;br /&gt;
* A moody furnace operator, blacksmith, or metal crafter can demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]], according to material preferences. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed, even if preferred. In the absence of preferences, a metal type is chosen randomly.&lt;br /&gt;
* A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]], based on preferences. If you have not dug far enough into the mountain, then iron is disallowed. If neither metal is preferred, one of the candidates is chosen at random.&lt;br /&gt;
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]].&lt;br /&gt;
* A moody jeweler will require the specific gem they happen to like; if they have no gem preference, they will use ''any'' gems you happen to have.&lt;br /&gt;
* A moody glassmaker will require the specific type of glass they happen to like; if they have no glass preference, they will pick a type at random.&lt;br /&gt;
* A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells; with no preferences, one is picked randomly.&lt;br /&gt;
* A dwarf in a macabre mood will randomly select either bones, remains, or a skull.&lt;br /&gt;
&lt;br /&gt;
The remaining &amp;quot;decoration&amp;quot; items are selected as follows:&lt;br /&gt;
* Possible item types:&lt;br /&gt;
** Wood logs of any type.&lt;br /&gt;
** Metal bars of a specific type - iron, gold, steel, electrum (or silver, if the [[Dungeon master]] hasn't arrived yet), platinum, silver, copper, bronze, brass, or tin. If you haven't dug deep enough, the first 5 types will be ignored. Metalsmiths will never decorate with metal bars.&lt;br /&gt;
** Cut gems of any type. Gem Cutters and Gem Setters will never decorate with cut gems.&lt;br /&gt;
** Rock blocks of a specific color - gray, dark, or light. Miners, Engravers, Masons, and Stone Crafters will never request blocks.&lt;br /&gt;
** Metal ore of a specific type - hematite, native gold, native platinum, galena, malachite, sphalerite, or cassiterite. If you haven't dug deep enough, the first 3 types will be ignored.&lt;br /&gt;
** Rough gems of any type&lt;br /&gt;
** Boulders of a random color - gray, dark, or light.&lt;br /&gt;
** Bones&lt;br /&gt;
** Shells&lt;br /&gt;
** Leather&lt;br /&gt;
** Cloth of a specific type - plant fiber, or silk.&lt;br /&gt;
** Raw glass of a specific type - green, clear, or crystal. Glassmakers will never decorate with any type of glass.&lt;br /&gt;
*Decoration items will never be the same type as the primary mood material, and some types of moods will additionally refuse to use specific item as decorations as noted above.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
*Dwarves in macabre moods will replace 50% of their decoration item requests with [[skull]]s, [[bones]], or vermin [[remains]].&lt;br /&gt;
*Stone [[block]]s will '''not''' actually be used to make decorations - the dwarf will merely use them as a work surface and ''destroy'' them upon completion of the mood.&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods, though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;. Requests for 'macabre' items are stated as &amp;quot;Leave me. I need... things... certain things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; It is not clear exactly what counts as &amp;quot;item created&amp;quot;, but all methods which count toward [[mandate]]s appear to be included.&lt;br /&gt;
* The distance you have mined into the mountain divided by 20. Consequently, no fortress can ever have more than 18 artifacts, and getting that many requires digging past the [[Eerie glowing pit]]s (but does '''not''' require mining any [[raw adamantine]]).&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves with the profession Miner, Carpenter, Mason, Trapper, Metalsmith, Jeweler, Craftsdwarf, Fisherdwarf, Farmer, Mechanic, Recruit, Peasant, or Child may enter a strange mood. [[Noble]]s, trained [[soldier]]s (other than Recruit), and babies are '''not''' eligible for moods.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 1, but some professions are more likely to enter a strange mood than others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Metalsmith, Jeweler, Craftsdwarf&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Carpenter, Mason&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Miner, Mechanic, and all other [[profession]]s&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 1 chance each) plus one Armorer (with 16 chances), that one Armorer would have a 16 in 36 chance &amp;lt;small&amp;gt;(20 dwarves x 1 chances each = 20 + 16 chances more = 36 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's 4 in 9, while the other 20 have a 1 in 36 chance each.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Fisherdwarf or Trapper can be taken by a mood, but that will not make those skills legendary.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 25 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.&lt;br /&gt;
&lt;br /&gt;
Metalworking moods will insist on using a [[magma forge]] once you have discovered the [[magma flow]] - until then, they will use an ordinary [[metalsmith's forge]] instead.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Alchemist]]&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Operator]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style. The 4 [[adamantine]]-related skills are exceptionally valuable due to the limited time available to train them, but the likelihood of actually getting such a mood is so low as to be almost nonexistent.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), backpack, quiver&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| Each equipment item with [HARD] but not [SOFT] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, helm), any shield, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism &lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons and trap components in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably.&lt;br /&gt;
&lt;br /&gt;
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes obsessed with &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to &amp;quot;Seek Artifact&amp;quot; and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes uneasy and drops &amp;lt;artifact&amp;gt;.|6:1}}&lt;br /&gt;
: The dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes nervous and cleverly hides &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].&lt;br /&gt;
&lt;br /&gt;
If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
If a moody dwarf demands a workshop you don't have, they will stand around until you build one yourself. If you build any workshop or furnace on top of them (or if they randomly wander into any existing workshop or furnace), they will claim it ''even if it is the wrong type''. The actual &amp;quot;mysterious construction&amp;quot; phase of the mood will take 3 times as long at an incorrect workshop (nearly two weeks, rather than just over four days). When construction of the artifact is nearly complete, the dwarf will attempt to '''convert''' the workshop into the type they originally wanted to use ([[forge]]s, [[kennel]]s, [[siege workshop]]s, and [[furnace]]s cannot be converted, and workshops cannot be converted into a new [[forge]]), leaving it with the wrong &amp;quot;impassable&amp;quot; tiles and other potential problems (which ultimately lead Toady to ''remove'' this feature in version [[40d:Release_information/0.27.176.38a|0.27.176.38a]]).&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and animals.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Anything which forcefully cancels the &amp;quot;Strange Mood&amp;quot; job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Dwarves who are carrying artifacts ''never'' drop, hide, or become obsessed with them. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x14079B : 8A -&amp;gt; 8B&lt;br /&gt;
0x1407A1 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x15E23D : C0 FE C2 04 00 90 90 90 -&amp;gt; E0 01 83 C0 FE C2 04 00&lt;br /&gt;
0x0B5430 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x1E8015 : 0F BE C0 -&amp;gt; 90 90 90&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Artifact gauntlets are [http://www.bay12forums.com/smf/index.php?topic=20301.msg223064#msg223064 always right-handed], rather than randomly choosing between right-handed or left-handed. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x12DD09 : 01 -&amp;gt; 02&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Moody armorsmiths incorrectly produce helmets using the SHOES item type. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x171ED7 : 0F 95 C0 84 C0 -&amp;gt; BD 1D 00 00 00&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320209</id>
		<title>23a:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320209"/>
		<updated>2026-09-22T14:32:09Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Quirks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor can [[noble]]s, but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
Artifacts are generated with a randomly generated name, though 1% of moody dwarves (unless Fell or Macabre) will name their artifacts after themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced).  If the moody dwarf remains idle, then the necessary materials are not available. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw glass of every type, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]]&lt;br /&gt;
| the correct ore&lt;br /&gt;
| an ore mine&lt;br /&gt;
| ore... particular ore&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (rough)&amp;lt;br /&amp;gt;Raw glass&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| the right stone&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| the proper surface to work on&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks...&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| leather&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| Plant [[cloth]]&amp;lt;br /&amp;gt;Silk&lt;br /&gt;
| cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages), a specific gemstone, or ''any'' type of gemstone.  Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The ''primary'' component of the strange mood will typically be based on the dwarf's preferences:&lt;br /&gt;
* A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. A dwarf without any stone preferences will pick a type at random.&lt;br /&gt;
* A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. With no cloth preferences, the dwarf will pick either type at random.&lt;br /&gt;
* A moody furnace operator, blacksmith, or metal crafter can demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]], according to material preferences. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed, even if preferred. In the absence of preferences, a metal type is chosen randomly.&lt;br /&gt;
* A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]], based on preferences. If you have not dug far enough into the mountain, then iron is disallowed. If neither metal is preferred, one of the candidates is chosen at random.&lt;br /&gt;
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]].&lt;br /&gt;
* A moody jeweler will require the specific gem they happen to like; if they have no gem preference, they will use ''any'' gems you happen to have.&lt;br /&gt;
* A moody glassmaker will require the specific type of glass they happen to like; if they have no glass preference, they will pick a type at random.&lt;br /&gt;
* A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells; with no preferences, one is picked randomly.&lt;br /&gt;
* A dwarf in a macabre mood will randomly select either bones, remains, or a skull.&lt;br /&gt;
&lt;br /&gt;
The remaining &amp;quot;decoration&amp;quot; items are selected as follows:&lt;br /&gt;
* Possible item types:&lt;br /&gt;
** Wood logs of any type.&lt;br /&gt;
** Metal bars of a specific type - iron, gold, steel, electrum (or silver, if the [[Dungeon master]] hasn't arrived yet), platinum, silver, copper, bronze, brass, or tin. If you haven't dug deep enough, the first 5 types will be ignored. Metalsmiths will never decorate with metal bars.&lt;br /&gt;
** Cut gems of any type. Gem Cutters and Gem Setters will never decorate with cut gems.&lt;br /&gt;
** Rock blocks of a specific color - gray, dark, or light. Miners, Engravers, Masons, and Stone Crafters will never request blocks.&lt;br /&gt;
** Metal ore of a specific type - hematite, native gold, native platinum, galena, malachite, sphalerite, or cassiterite. If you haven't dug deep enough, the first 3 types will be ignored.&lt;br /&gt;
** Rough gems of any type&lt;br /&gt;
** Boulders of a random color - gray, dark, or light.&lt;br /&gt;
** Bones&lt;br /&gt;
** Shells&lt;br /&gt;
** Leather&lt;br /&gt;
** Cloth of a specific type - plant fiber, or silk.&lt;br /&gt;
** Raw glass of a specific type - green, clear, or crystal. Glassmakers will never decorate with any type of glass.&lt;br /&gt;
*Decoration items will never be the same type as the primary mood material, and some types of moods will additionally refuse to use specific item as decorations as noted above.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
*Dwarves in macabre moods will replace 50% of their decoration item requests with [[skull]]s, [[bones]], or vermin [[remains]].&lt;br /&gt;
*Stone [[block]]s will '''not''' actually be used to make decorations - the dwarf will merely use them as a work surface and ''destroy'' them upon completion of the mood.&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods, though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;. Requests for 'macabre' items are stated as &amp;quot;Leave me. I need... things... certain things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; It is not clear exactly what counts as &amp;quot;item created&amp;quot;, but all methods which count toward [[mandate]]s appear to be included.&lt;br /&gt;
* The distance you have mined into the mountain divided by 20. Consequently, no fortress can ever have more than 18 artifacts, and getting that many requires digging past the [[Eerie glowing pit]]s (but does '''not''' require mining any [[raw adamantine]]).&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves with the profession Miner, Carpenter, Mason, Trapper, Metalsmith, Jeweler, Craftsdwarf, Fisherdwarf, Farmer, Mechanic, Recruit, Peasant, or Child may enter a strange mood. [[Noble]]s, trained [[soldier]]s (other than Recruit), and babies are '''not''' eligible for moods.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 1, but some professions are more likely to enter a strange mood than others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Metalsmith, Jeweler, Craftsdwarf&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Carpenter, Mason&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Miner, Mechanic, and all other [[profession]]s&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 1 chance each) plus one Armorer (with 16 chances), that one Armorer would have a 16 in 36 chance &amp;lt;small&amp;gt;(20 dwarves x 1 chances each = 20 + 16 chances more = 36 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's 4 in 9, while the other 20 have a 1 in 36 chance each.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Fisherdwarf or Trapper can be taken by a mood, but that will not make those skills legendary.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 25 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.&lt;br /&gt;
&lt;br /&gt;
Metalworking moods will insist on using a [[magma forge]] once you have discovered the [[magma flow]] - until then, they will use an ordinary [[metalsmith's forge]] instead.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Alchemist]]&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Operator]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style. The 4 [[adamantine]]-related skills are exceptionally valuable due to the limited time available to train them, but the likelihood of actually getting such a mood is so low as to be almost nonexistent.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), backpack, quiver&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| Each equipment item with [HARD] but not [SOFT] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, helm), any shield, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism &lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons and trap components in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably.&lt;br /&gt;
&lt;br /&gt;
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes obsessed with &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to &amp;quot;Seek Artifact&amp;quot; and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes uneasy and drops &amp;lt;artifact&amp;gt;.|6:1}}&lt;br /&gt;
: The dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes nervous and cleverly hides &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].&lt;br /&gt;
&lt;br /&gt;
If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
If a moody dwarf demands a workshop you don't have, they will stand around until you build one yourself. If you build a workshop directly at their feet (or if they randomly wander to the center of an existing workshop), they will claim it ''even if it is the wrong type''. The actual &amp;quot;mysterious construction&amp;quot; phase of the mood will take 3 times as long at an incorrect workshop (nearly two weeks, rather than just over four days), and when construction is nearly complete, the dwarf will '''convert''' the workshop into the type they originally wanted to use, if possible (a moody smith won't convert a normal workshop into a forge, but a moody mason might convert a [[craftsdwarf's workshop]] into a [[mason's workshop]]); the resulting workshop will have the wrong &amp;quot;impassable&amp;quot; tiles and might have other problems (which are presumably what led Toady to [[40d:Release_information/0.27.176.38a|remove this feature]] in a future version).&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and animals.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Anything which forcefully cancels the &amp;quot;Strange Mood&amp;quot; job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Dwarves who are carrying artifacts ''never'' drop, hide, or become obsessed with them. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x14079B : 8A -&amp;gt; 8B&lt;br /&gt;
0x1407A1 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x15E23D : C0 FE C2 04 00 90 90 90 -&amp;gt; E0 01 83 C0 FE C2 04 00&lt;br /&gt;
0x0B5430 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x1E8015 : 0F BE C0 -&amp;gt; 90 90 90&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Artifact gauntlets are [http://www.bay12forums.com/smf/index.php?topic=20301.msg223064#msg223064 always right-handed], rather than randomly choosing between right-handed or left-handed. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x12DD09 : 01 -&amp;gt; 02&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Moody armorsmiths incorrectly produce helmets using the SHOES item type. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x171ED7 : 0F 95 C0 84 C0 -&amp;gt; BD 1D 00 00 00&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320208</id>
		<title>23a:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Strange_mood&amp;diff=320208"/>
		<updated>2026-09-22T14:31:37Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Failure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
&lt;br /&gt;
A dwarf will only be struck by a mood once in their lifetime.  Upon completion of their artifact they will usually become [[legendary]] in that skill, and will then return to their normal life in the fortress with their newfound skill. A fortress can have at most one dwarf in a strange mood at any one time.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarized as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met. [[baby|Babies]] and activated [[Soldier]]s with military skills cannot enter moods, nor can [[noble]]s, but any other dwarf can, including [[child]]ren.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
Artifacts are generated with a randomly generated name, though 1% of moody dwarves (unless Fell or Macabre) will name their artifacts after themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[Mood#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 &amp;quot;primary&amp;quot; components and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced).  If the moody dwarf remains idle, then the necessary materials are not available. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw glass of every type, both silk and plant cloth.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| [[Ore]]&lt;br /&gt;
| the correct ore&lt;br /&gt;
| an ore mine&lt;br /&gt;
| ore... particular ore&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (rough)&amp;lt;br /&amp;gt;Raw glass&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| the right stone&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| the proper surface to work on&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks...&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| leather&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| Plant [[cloth]]&amp;lt;br /&amp;gt;Silk&lt;br /&gt;
| cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages), a specific gemstone, or ''any'' type of gemstone.  Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The ''primary'' component of the strange mood will typically be based on the dwarf's preferences:&lt;br /&gt;
* A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. A dwarf without any stone preferences will pick a type at random.&lt;br /&gt;
* A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. With no cloth preferences, the dwarf will pick either type at random.&lt;br /&gt;
* A moody furnace operator, blacksmith, or metal crafter can demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]], according to material preferences. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed, even if preferred. In the absence of preferences, a metal type is chosen randomly.&lt;br /&gt;
* A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]], based on preferences. If you have not dug far enough into the mountain, then iron is disallowed. If neither metal is preferred, one of the candidates is chosen at random.&lt;br /&gt;
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]].&lt;br /&gt;
* A moody jeweler will require the specific gem they happen to like; if they have no gem preference, they will use ''any'' gems you happen to have.&lt;br /&gt;
* A moody glassmaker will require the specific type of glass they happen to like; if they have no glass preference, they will pick a type at random.&lt;br /&gt;
* A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells; with no preferences, one is picked randomly.&lt;br /&gt;
* A dwarf in a macabre mood will randomly select either bones, remains, or a skull.&lt;br /&gt;
&lt;br /&gt;
The remaining &amp;quot;decoration&amp;quot; items are selected as follows:&lt;br /&gt;
* Possible item types:&lt;br /&gt;
** Wood logs of any type.&lt;br /&gt;
** Metal bars of a specific type - iron, gold, steel, electrum (or silver, if the [[Dungeon master]] hasn't arrived yet), platinum, silver, copper, bronze, brass, or tin. If you haven't dug deep enough, the first 5 types will be ignored. Metalsmiths will never decorate with metal bars.&lt;br /&gt;
** Cut gems of any type. Gem Cutters and Gem Setters will never decorate with cut gems.&lt;br /&gt;
** Rock blocks of a specific color - gray, dark, or light. Miners, Engravers, Masons, and Stone Crafters will never request blocks.&lt;br /&gt;
** Metal ore of a specific type - hematite, native gold, native platinum, galena, malachite, sphalerite, or cassiterite. If you haven't dug deep enough, the first 3 types will be ignored.&lt;br /&gt;
** Rough gems of any type&lt;br /&gt;
** Boulders of a random color - gray, dark, or light.&lt;br /&gt;
** Bones&lt;br /&gt;
** Shells&lt;br /&gt;
** Leather&lt;br /&gt;
** Cloth of a specific type - plant fiber, or silk.&lt;br /&gt;
** Raw glass of a specific type - green, clear, or crystal. Glassmakers will never decorate with any type of glass.&lt;br /&gt;
*Decoration items will never be the same type as the primary mood material, and some types of moods will additionally refuse to use specific item as decorations as noted above.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
*Dwarves in macabre moods will replace 50% of their decoration item requests with [[skull]]s, [[bones]], or vermin [[remains]].&lt;br /&gt;
*Stone [[block]]s will '''not''' actually be used to make decorations - the dwarf will merely use them as a work surface and ''destroy'' them upon completion of the mood.&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods, though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;. Requests for 'macabre' items are stated as &amp;quot;Leave me. I need... things... certain things.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; It is not clear exactly what counts as &amp;quot;item created&amp;quot;, but all methods which count toward [[mandate]]s appear to be included.&lt;br /&gt;
* The distance you have mined into the mountain divided by 20. Consequently, no fortress can ever have more than 18 artifacts, and getting that many requires digging past the [[Eerie glowing pit]]s (but does '''not''' require mining any [[raw adamantine]]).&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves with the profession Miner, Carpenter, Mason, Trapper, Metalsmith, Jeweler, Craftsdwarf, Fisherdwarf, Farmer, Mechanic, Recruit, Peasant, or Child may enter a strange mood. [[Noble]]s, trained [[soldier]]s (other than Recruit), and babies are '''not''' eligible for moods.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 1, but some professions are more likely to enter a strange mood than others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Metalsmith, Jeweler, Craftsdwarf&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Carpenter, Mason&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Miner, Mechanic, and all other [[profession]]s&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 1 chance each) plus one Armorer (with 16 chances), that one Armorer would have a 16 in 36 chance &amp;lt;small&amp;gt;(20 dwarves x 1 chances each = 20 + 16 chances more = 36 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's 4 in 9, while the other 20 have a 1 in 36 chance each.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Fisherdwarf or Trapper can be taken by a mood, but that will not make those skills legendary.&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| [[Magma forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothes maker's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 25 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.&lt;br /&gt;
&lt;br /&gt;
Metalworking moods will insist on using a [[magma forge]] once you have discovered the [[magma flow]] - until then, they will use an ordinary [[metalsmith's forge]] instead.&lt;br /&gt;
&lt;br /&gt;
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Alchemist]]&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Operator]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style. The 4 [[adamantine]]-related skills are exceptionally valuable due to the limited time available to train them, but the likelihood of actually getting such a mood is so low as to be almost nonexistent.)''&lt;br /&gt;
&lt;br /&gt;
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as a single item which will randomly select a subtype which your civilization is capable of making, while &amp;quot;each&amp;quot; is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine extractor]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine smelter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine weaver]]&lt;br /&gt;
| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), backpack, quiver&lt;br /&gt;
|- &lt;br /&gt;
| [[Adamantine worker]]&lt;br /&gt;
| Each equipment item with [HARD] but not [SOFT] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, helm), any shield, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism &lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;''), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Macabre Mood (bone)&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (bone)&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothes maker]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood (leather)&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Jeweler]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (skull)&lt;br /&gt;
| Totem&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons and trap components in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably.&lt;br /&gt;
&lt;br /&gt;
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes obsessed with &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to &amp;quot;Seek Artifact&amp;quot; and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes uneasy and drops &amp;lt;artifact&amp;gt;.|6:1}}&lt;br /&gt;
: The dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; becomes nervous and cleverly hides &amp;lt;artifact&amp;gt;!|6:1}}&lt;br /&gt;
: The artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].&lt;br /&gt;
&lt;br /&gt;
If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
If a moody dwarf demands a workshop you don't have, they will stand around until you build one yourself. If you build a workshop directly at their feet (or if they randomly wander to the center of an existing workshop), they will claim it ''even if it is the wrong type''. The actual &amp;quot;mysterious construction&amp;quot; phase of the mood will take 3 times as long at an incorrect workshop (nearly two weeks, rather than just over four days), and when construction is nearly complete, the dwarf will '''convert''' the workshop into the type the dwarf originally wanted to use, if possible (a moody smith won't convert a normal workshop into a forge, but a moody mason might convert a [[craftsdwarf's workshop]] into a [[mason's workshop]]); the resulting workshop will have the wrong &amp;quot;impassable&amp;quot; tiles and might have other problems (which are presumably what led Toady to [[40d:Release_information/0.27.176.38a|remove this feature]] in a future version).&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and animals.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
Anything which forcefully cancels the &amp;quot;Strange Mood&amp;quot; job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Dwarves who are carrying artifacts ''never'' drop, hide, or become obsessed with them. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x14079B : 8A -&amp;gt; 8B&lt;br /&gt;
0x1407A1 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x15E23D : C0 FE C2 04 00 90 90 90 -&amp;gt; E0 01 83 C0 FE C2 04 00&lt;br /&gt;
0x0B5430 : B0 FE C2 04 00 90 90 90 -&amp;gt; B8 FE FF FF FF C2 04 00&lt;br /&gt;
0x1E8015 : 0F BE C0 -&amp;gt; 90 90 90&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Artifact gauntlets are [http://www.bay12forums.com/smf/index.php?topic=20301.msg223064#msg223064 always right-handed], rather than randomly choosing between right-handed or left-handed. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x12DD09 : 01 -&amp;gt; 02&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
Moody armorsmiths incorrectly produce helmets using the SHOES item type. The following patch for version 0.23.130.23a fixes this:&lt;br /&gt;
{{spoil small|&amp;lt;nowiki&amp;gt;0x171ED7 : 0F 95 C0 84 C0 -&amp;gt; BD 1D 00 00 00&amp;lt;/nowiki&amp;gt;|Binary Patch Enclosed}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also'''&lt;br /&gt;
:*[[Insanity]]&lt;br /&gt;
:*[[Artifact]]&lt;br /&gt;
:*[[Profession]]&lt;br /&gt;
:*[[Legendary]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Titanoboa&amp;diff=320201</id>
		<title>Titanoboa</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Titanoboa&amp;diff=320201"/>
		<updated>2026-09-21T22:30:02Z</updated>

		<summary type="html">&lt;p&gt;Quietust: the word you're looking for here is &amp;quot;domesticate&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=titanoboa_sprites.png&lt;br /&gt;
|portrait=titanoboa_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Titanoboas''' are [[extinct]] [[Creature|animals]] found in [[tropical]] [[wetland]] and [[river]] biomes. They have the largest babies of any snake species in the game, and are the second largest when they reach their full adult size, tied with the [[giant anaconda]]. Because they lack limbs, Titanoboas prefer to attack by biting, which can pose a serious threat to your dwarves in the event that they [[Wrestling#Biting_and_ripping_off_body_parts|latch on]]. Though their bites lack any [[syndrome|venom]], their large size makes them a considerable threat.&lt;br /&gt;
&lt;br /&gt;
Titanoboas can be caught in [[cage]] [[trap]]s and trained into exotic [[pet|pets]]. Unlike all other species of snake, Titanoboas are not adults at birth, making it possible to fully domesticate them. Also unlike any other species of snake, they can be [[animal trainer|trained]] for war. Similar to the [[anaconda]], Titanoboas give live birth.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] them for their ''great size'', which is a preference they share with the [[anaconda]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Cenozic]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moss&amp;diff=320173</id>
		<title>v0.31:Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moss&amp;diff=320173"/>
		<updated>2026-09-20T22:41:55Z</updated>

		<summary type="html">&lt;p&gt;Quietust: rule T&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:12, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0' align=&amp;quot;right&amp;quot;&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|`|2:2:1}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|O|2:2:1}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|+|2:2:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Moss''' is a special covering that appears on smooth stone outdoors. It is found primarily in shrines inhabited by [[bronze colossus]]es and [[titan]]s.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[cave moss]], a special type of [[grass]] that grows in [[subterranean]] [[soil]].&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=320160</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=320160"/>
		<updated>2026-09-20T21:44:37Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Miscellaneous trading advice */ this bug has been fixed as of 53.16&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:trading_icon_preview.png|right]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with other friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves. Trading can occur earlier than normal, as well as be strengthened between settlements, if the player sends a messenger to a settlement that is on peaceful terms with the player's fortress, and if that settlement is able to trade overall. Once a caravan arrives, the [[announcement]] will tell the player how good the relations are between their fortress and the one they're trading with.&lt;br /&gt;
&lt;br /&gt;
Graphically, merchants will always appear in white clothing.&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot and flagged for trading (they might belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
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== Trading ==&lt;br /&gt;
[[File:merchant_v50_preview.png|right]]&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=300px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
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Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. If you are unsure about which goods are in which containers, clicking the bin or barrel within the menu will show every item that is stored inside, along with its perceived value (using your broker's [[Appraisal]] skill). However, individual items cannot be marked if they are in a container. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
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Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu, select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded (during trading, but it is possible to have a caravan exceed the weight limit after trading, ie. due to sold animal children growing up shortly afterwards), and the allowed additional weight is displayed in the lower left corner. If your trader has sufficient [[Appraisal]] skill, the value of all items will be displayed with reasonable accuracy. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. Items from outside the embark area cannot be offered as gifts.&lt;br /&gt;
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The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. A Trader Profit listed in red will always be rejected (if all items in the proposed trade are correctly appraised). If on the other hand the Trader Profit is listed in green rather than yellow or red the trade will always be accepted (unless unacceptable goods are offered in the trade). Take note that the latter is also true, if the goods traded are not properly appraised (ie. for some goods only an estimated value is given, expressed a tilde before the value), a profit shown in green will always be accepted. But if at least one item being selected (either for selling or buying) has either a preceding tilde or trailing question mark, then the displayed color of the trade will be the following:&lt;br /&gt;
: a) the color will be displayed in red, if the calculated merchant profit is negative (either according to your traders value estimate or according to the &amp;quot;real&amp;quot; value, if the trader would have appraised all items precisely),&lt;br /&gt;
: b) the color will be displayed in green, if the merchant would accept the trade and the color is not displayed in red (due to the calculated profit of your trader yielding a loss for the trader as the trader did not appraise all items in the trade precisely) and&lt;br /&gt;
: c) the color will otherwise be displayed in yellow.&lt;br /&gt;
The above means that if any selected items in a trade is only given with an estimated value, then the merchant could possibly accept a proposed trade, allthough the profit is displayed in red, as the merchant will always accept a trade (assuming the proposed trade does not contain an unacceptable item) if the merchant profit is at least 50% (according to the &amp;quot;real&amp;quot; value).&lt;br /&gt;
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With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, possibly offering the same trade again (but if the same trade is proposed again directly after refusing the counterproposal, then the chance of another counterproposal seems to be greatly increased). Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}} If a high-ranking and respected leader is at your fortress, merchants arriving to trade will bring better goods.&lt;br /&gt;
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Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
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Note if you give or trade away an [[Artifact|artifact]], you will receive a special notification:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
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Note: If at the time of departure the caravan somehow ended up with a weight exceeding its capacity (ie. due to young animals being traded and some of them gaining weight before departure of the caravan), the caravan will still load everything belonging to them (and will leave nothing behind).&lt;br /&gt;
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=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created or modified (e.g. [[Decoration|decorated]]) by your fortress. They can be traded away or offered as a &amp;quot;[[Trading#Offering_items|gift]]&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Light gray|7:0}}&lt;br /&gt;
| Items were created by another source ''(e.g. items previously acquired from a previous trade, or enemy armor/weapons recovered after a siege)''. They can be traded, but ''not'' offered as a gift.  If a group of items includes any such item, the entire selection cannot be gifted.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&gt;
| Items are under a no-export [[mandate]].  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been [[Trading#Offering_items|gifted]] to the caravan (and caravans will never trade such items back).&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been [[Trading#Seizing_items|seized]] from another caravan and cannot be traded as is; you will need to [[Decoration|decorate]] them or turn them into other items ''(e.g. a log into a bed, or a barrel of meat into a meal, etc.)'' for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
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Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign-sourced barrel holding locally-produced beer will display as foreign (light gray). Once you view the container, the locally-made contents are displayed as local (brown) - but it's awkward (read &amp;quot;impossible&amp;quot;) to trade such contents without the container.&lt;br /&gt;
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=== Seizing items ===&lt;br /&gt;
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Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchants.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
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Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
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As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
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Trying to interrogate a merchant can also cause a wagon to fall apart.  Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
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Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
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===Offering items===&lt;br /&gt;
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You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
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The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
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=== Trading with elves ===&lt;br /&gt;
Unless you are looking for extra [[fun]], '''''under no circumstances''''' should you offer or attempt to trade [[elves]] any items which involve [[wood]], dead [[animal]]s, or wood or animal products, or which used wood or animal parts at any step in their creation*, including [[decoration]]s. If you do not respect this cultural prohibition, the elves will immediately take offense, refuse that trade, end the entire trading session, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. &lt;br /&gt;
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:  (* e.g. This includes [[clear glass]] and [[crystal glass]] items, which require [[pearlash]] to produce, which in turn comes from [[potash]], which itself is produced by burning a log. Similarly, yarn and wool are unwelcome. Yes, they are ''that'' picky about it.)&lt;br /&gt;
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However, they will accept live, caged animals, and their own &amp;quot;grown wood&amp;quot; items, products associated with milk, cheese and [[bees]], and some other exceptions without taking insult. [[Trading#Unacceptable items|See below]] and the [[elves]] article for more detailed information.&lt;br /&gt;
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== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks, and [[boulder]]s) to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are perceived to be low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of ''unforbidden'' items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food (as indicated by the &amp;quot;Food&amp;quot; item in your [[Status]] bar)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of ''[[wear|undamaged]]'' cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
**On top of this, caravans will also bring extra food (and not only meat and fish) for every ''carnivorous'' unit in your fortress, '''including pets''' (even though they currently don't need to eat), so immediately cooking all of your butchering yields may not be advised if you want a wide variety of trade goods.&lt;br /&gt;
* Caravans will only ever bring wooden logs if you explicitly request them via trade agreement or if the supplies of your fortress are low enough; otherwise, a caravan will never bring wooden logs.&lt;br /&gt;
* The very first caravan of every non-elven civilization will bring some cloth/leather. The following caravans of a civilization will only ever bring cloth/leather if either requested by a trade agreement (with that civilization) or if the supplies of cloth and leather (and finished untouched clothing) are low enough. Silk/Cloth threads are not covered by this, eg. caravans can bring threads even if they will not bring cloth/leather (as part of emergency supplies).&lt;br /&gt;
* Caravans will bring some food even if the fortress supplies for food are high enough. Having high food supplies only reduces the amount of food brought (not whether food is brought at all).&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by (about) 50, distributed among the subset of skills composed of Comedian, Judge of Intent, Negotiator, Persuader, Liar, Flatterer, and Intimdator, which can be learned by that dwarf (and depends on their personality values and personality facets). The skills Judge of Intent and Persuader (if learnable) will increase by the highest amount. The skill Negotiator will get 2/3 of the increase to Judge of Intent. And the other skills (Comedian, Flatterer, Intimidator and Liar) will get 1/3 of the amount given to the Judge of Intent skill. The sum will be at most 50, but might be slightly lower. This means a trader, who can learn Comedian and Intimidator, but cannot learn Liar, Flatterer or Persuader, will get 21 skill points in Judge of Intent, 14 skill points in Negotiator and 7 points (each) in Comedian and Intimidator, for a total of 49 skill points. A trader, who can learn Comedian, Intimdator and Persuader, but cannot learn the others, will get 15 points in Judge of Intent and Persuador, 10 points in Negotiator and 5 points in Comedian and Intimidator, for a total of 50 skill points. The skill gain occurs as soon as the &amp;quot;Trade&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but it may require a significant delay if your broker is far away (or is busy with other tasks). Selecting &amp;quot;anyone can trade&amp;quot; will ensure that you get the trading done quickly, but at the cost of all item trade values being extremely inaccurate. Once your fortress can produce enough goods to reliably buy out the whole caravan, waiting for your broker is less important; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* '''Any''' civilization that's at peace with you and capable of trade will send caravans. Initially and by default it's one per race (three annually, including your own civilization) but you can increase that number by making peaceful contact with other civilizations in the world. Currently and strangely, the most surefire way is to send squads to human, elf and dwarven sites from civilizations with 'no contact' and make [[tribute]] demands. While arrogant, this does not trigger an outright war even if it fails, and the site's parent civilization, simply by being aware of your existence, will automatically send caravans every year onwards. There is no apparent limit beyond the actual number of contactable friendly civilizations in the world, so you can make your fort a very crowded trading hub indeed.&lt;br /&gt;
* The caravans weight limit solely depends on the amount of wagons (capacity 15000) and amount of pack animals (variable capacity) a caravan brings (although if an item pushed the current pack animal/wagon above its capacity the item will be still packed and the weight limit increased). Furthermore, the amount of merchants - and with that the amount of wares (maximum 100 items per wagon and pack animal) - that a caravan tries to load (or bring) does depend on the status of your fortress and the overall trade sentiment (with &amp;quot;fantastic&amp;quot; being the highest trade sentiment). And the amount of merchants seems to no longer depend in any way on the amount of exports to the civilization. The &amp;quot;status&amp;quot; of your fortress mainly depends on whether your fortress does not yet have nobility (eg. pre-barony) or is a barony, a county or a duchy or is the seat of the monarch (and thus has become a mountainhome). Ie. an elven caravan should bring seven merchants (and pack animals), if the trade sentiment is &amp;quot;fantastic&amp;quot; and the fortress is a barony.&lt;br /&gt;
* High profits for the merchants (if they do successfully leave the map with the trade goods) does increase trade sentiment and low profits (or even a net-loss for the caravan, ie. due to goods seizure or not all traded goods leaving the map with the merchants) do decrease the trade sentiment with that civilization. The relative profit in relation to the total initial value of goods (the caravan brought) does matter, but not the absolute profit. (It is not yet clear, whether only last years caravan's relative profit is taken into account or the profits of a longer trade history).&lt;br /&gt;
* If your messengers have really high skill levels in negotiation and persuasion and another &amp;quot;haggle&amp;quot; skill (ie. Judge of Intent), then sending a messenger to the civilization once a year to improve trade (and ie. keep trade sentiments at &amp;quot;fantastic&amp;quot;) might be better than giving a foreign caravan a huge profit (or even any profit at all). This option is not available for the caravan from your home civilization, still even the caravans from your home civilization are affected by trade sentiment, so you will either have to give the caravans from your home civilizations are profit or employ some other strategies (like requesting every second year only cheap items and giving them a very high profit, when they bring these items, and in the other years, when you have only requested high value items, giving them a minimum profit, while still buying about everything) to not let trade sentiments deteriorate.&lt;br /&gt;
* If trade relations are strengthened by recent negotiations and the caravan uses wagons (and your fort is at least a barony), then the caravan will usually bring additional wagon(s) compared to the same trade sentiments (without strengthened trade relations). Ie. human caravans and dwarven caravans (which are not from your home civilization) will bring an additional 2 wagons, if your fortress is a barony, the trade relations are strengthened (by a &amp;quot;recent messenger&amp;quot;) and the trade relations are fantastic, resulting in three wagons and seven pack animals, whereas your home civilization will only bring one wagon and seven pack animals with fantastic trade relations (as you cannot  send messengers to your home civ to improve trade relations).&lt;br /&gt;
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== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
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If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
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=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
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The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
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The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is usually the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
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=== Elven ===&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
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Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
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The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
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Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
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Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
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Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
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Be also aware that the elves also value decorations differently than dwarves. Ie. they will essentially offer nothing for spike decorations (except the flat value increase due to high quality spike decoration), but offer more for image decorations which depict nature (oddly enough images of historic events depicting one of your dwarves are also valued slightly higher by elves and would also value image decorations depicting the historical event of a unicorn visiting a butcher's shop much higher than dwarves).&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[Storage|container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
Note: If you accidently did offer an unacceptable item as a trade, even if the elven trader does not outright refuse any further trades (and the offer only reduces the merchant's mood), one effect is, that the time the caravan would stay gets shortened, ie. you might get an announcement shortly after leaving the trade interface (and after unpausing the game), that the caravan will be leaving soon.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground trees|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], [[lye]], and tallow [[soap]]. Note the exceptions for plant-based soap and ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elven [[historical figure]]s hypocritically wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarves can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. Elves have never heard of [[shearing]], so it doesn't matter how well you treat your [[sheep]]; they still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
A distinct retort awaits dwarves who are so tactless as to offer goods made from both wood '''and''' animal products at the same time (such as tallow soap, or an item decorated with both wood and bone):&lt;br /&gt;
{{quote|You truly despise life, don't you?  I am beside myself with grief.  Perhaps we will show you how they suffered.}}&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Feather Tree Egg Yolk&amp;quot; that the elves litter your trade depot with, can be traded back to them. Useful free trade items if you're looking to level another broker.&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the &amp;quot;cut gems&amp;quot; job, including &amp;quot;large&amp;quot; gems, are still unacceptable.&lt;br /&gt;
* [[Block]]s made of any material, including wood or clear/crystal glass (due to the same bug as above).&lt;br /&gt;
* Bars of [[coke]] are acceptable, though it's unclear why you would ever want to trade them away.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], and [[paper]]. [[Papyrus]] sheets seem to be a notable exception.&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and are made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]]. (Usually your first caravan opportunity.)&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* &amp;lt;s&amp;gt;carries only large-sized clothing and armor, which is unusable by dwarves.&amp;lt;/s&amp;gt; As of v53.13 all caravans bring clothing and armors sized for fortress citizens (and no other sized clothing and armor).&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a treasurer to negotiate import/export agreements (but only if the human civilization has the CUSTOM_OFFICIAL_3 position), also the treasurer will meet with the broker.&lt;br /&gt;
* will pay twice as much (base value with quality multiplier only, but not improvements) for equippable weapons, wearable armor/helms/gloves/leggings/boots, shields, ammo, backpacks, and quivers.&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, but this essentially does nothing (ie. the merchant mood is not raised).&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons - that, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude in the trade window.  Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. A merchant will never accept a deal that causes a loss for them regardless of their mood, but they do consider deals that provide them with exactly zero profit and may accept them under ideal conditions.&lt;br /&gt;
&lt;br /&gt;
Internally, a merchant's mood is an integer with a range of 0–100. This value always starts at 50 in any given visit from a merchant and is unrelated to overall trade sentiments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mood !! Value&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems ecstatic with the trading.|2:1}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems very happy about the trading.|3:1}} || 80–99&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems pleased with the trading.|1:1}} || 60–79&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems willing to trade.|7:1}} || 40–59&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems to be rapidly losing patience.|6:1}} || 20–39&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) is not going to take much more of this.|4:1}} || 1–19&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) is unwilling to trade.|5:1}} || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A merchant's mood is not affected when they decline a proposed deal that provides them with a negative profit.&lt;br /&gt;
&lt;br /&gt;
=== Haggling ===&lt;br /&gt;
&lt;br /&gt;
Merchants have an internal counter to track how many times haggling has failed in a row based on how many counteroffers they have made. If a proposed deal provides a merchant with a profit and they do not accept it outright, the merchant will always propose a counteroffer, and when they do so their mood will be decreased by a value equal to 10 * their current haggle failure count — this means that the first counteroffer a merchant makes (either after a successful trade or before any deal has yet been proposed) does not affect their mood, but every counteroffer made afterwards reduces their mood by a value 10 more than the previous. This means that a merchant's mood decays quadratically during haggling and they will run out of patience (and refuse to trade) extremely quickly after the first couple counteroffers. &lt;br /&gt;
&lt;br /&gt;
When a successful deal is made, the haggle failure count is reset to 0. Additionally, the merchant's mood is raised by a value proportional to the percentage profit margin they received on that deal. A deal with a 0% profit for the merchant does not raise their mood, and a deal with at least a 1% profit for them raises their mood by at least 1.&lt;br /&gt;
&lt;br /&gt;
The likelihood that a merchant does not accept a considered deal and instead proposes a counteroffer is affected primarily by their merchant's mood and the difference in a broker's [[Social_skill#Broker_skills|haggle]] skills over their own. These factors also influence how much a merchant might demand in a counteroffer, although this process is somewhat randomized (i.e. an ecstatic merchant may still propose a counteroffer that provides more than 50% profit for them).&lt;br /&gt;
&lt;br /&gt;
=== Raising mood ===&lt;br /&gt;
Capitalizing on the mood system can allow a fortress to import more goods from a merchant for the same amount of goods sold to them, meaning the fortress experiences a lesser loss in value on the trade. A simple way to do so is by first raising a merchant's mood by proposing and completing cheap deals that have provide them with at least a 50% profit, after which the final 'main' trade deal can be made with a significantly smaller profit margin for the merchant (and therefore the fortress concedes a smaller value loss). It is beneficial to keep the haggle fail count at 0 during this, which can be reset by declining a counteroffer and then buying any item — presumably the cheapest item the merchant offers — at a 50% profit for the merchant to guarantee acceptance.&lt;br /&gt;
&lt;br /&gt;
However, the amount of profit a merchant experiences in a given year directly influences the amount of goods they bring to a fortress in the next year in the form of trade sentiment, so it may be more beneficial overall for a fortress to close deals at a higher value loss in order to increase trade sentiment and consequently increase the total volume of traded goods in the future. Trade relations — and therefore trade volume — can also be raised by sending a [[messenger]] on a mission to the applicable civilization, which can be used to counteract the consequences of manipulating traders into smaller profits.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the {{menu icon|Y}} [[Civilization and World Info|World screen]], Civilizations tab. These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins or [[troglodyte]]s, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
** This can be bypassed by adding {{token|PET_EXOTIC}} (not verified for {{token|PET}}) to its tags. It should have no issue on non-civilized creatures.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the depot will cause merchants to leave your fortress and abandon any goods in the Depot, though any animals they had caged will still belong to the merchants and only become Friendly (i.e. you won't actually own them). However, the merchant visit will be reported in history as having experienced &amp;quot;irregularities with their goods&amp;quot;, harming trade relations exactly the same as if you had Seized them directly (though without the items themselves being marked as Stolen).&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
== World level trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. Trade is carried out by [[Company|trading companies]], and if their trade goes successful, they build offices, called [[counting house]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
:{{Dftext|Ah, wonderful. Thank you for your business.|6:1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Web&amp;diff=320159</id>
		<title>v0.34:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Web&amp;diff=320159"/>
		<updated>2026-09-20T19:08:00Z</updated>

		<summary type="html">&lt;p&gt;Quietust: apparently, they're white in 0.31 and later and gray in 0.28 and earlier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Superior}}&lt;br /&gt;
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider|Webs from a [[Giant cave spider]]]]&lt;br /&gt;
{{catbox|DF2012:Webs}}&lt;br /&gt;
&lt;br /&gt;
'''Webs''' {{Tile|☼|7:1}} are the source of [[silk]], and appear in [[cavern]]s.  The web itself is most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, or (in [[evil]] biomes) [[phantom spider]]s. If an embark region is populated by web-making creatures, a number of its webs will be present immediately after embark, though further webs will only appear if the creature itself shows up and leaves them.&lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]] (even if they are not actually accessible {{bug|3525}}). This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}, an important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this).  An easier alternative is just to suspend the collect webs task in each loom ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.&lt;br /&gt;
&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]].&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider]] [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. Certain types of [[titan]]s, [[forgotten beast]]s, and [[clown]]s also shoot webs, and just as other spider webs are found naturally in their environments, [[HFS]] may also contain clown webs.&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are immune to traps). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Web&amp;diff=320158</id>
		<title>v0.31:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Web&amp;diff=320158"/>
		<updated>2026-09-20T19:07:53Z</updated>

		<summary type="html">&lt;p&gt;Quietust: apparently, they're white in 0.31 and later and gray in 0.28 and earlier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Webs''' {{Tile|☼|7:1}} are the source of [[silk]], and appear in [[cavern]]s.  The web itself is most often labeled as being from [[cave spider]]s or (in [[evil]] biomes) [[phantom spider]]s, but the presence of the actual [[vermin]] is not necessary for the web to be formed on a given spot (though cave spiders and/or phantom spiders will appear in the general [[biome]] where the webs are found). Similar webs can be found in a biome inhabited by [[giant cave spider]]s; an actual [[giant cave spider]] will be present if these are found.  &lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect web'' task will be triggered at the loom as long as webs are on the map and in reach. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}. An important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will then drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves or removing all looms. (Lack of stockpiles alone will ''not'' prevent this!)  An easier alternative is just to suspend the collect webs task in each loom. ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of cloths.&lt;br /&gt;
&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]].  &lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider|giant cave spider silk farms]]. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. Certain types of [[titan]]s, [[forgotten beast]]s, and [[demon]]s are also intended to shoot webs; due to a bug, however, they do not.{{bug|3149}}&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably fast&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]]. For sanity reasons, cave spiders and phantom spiders themselves are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
A creature just caught in a web will be considered by the game to be momentarily [[unconscious]], which causes [[trap]]s to be triggered by creatures normally immune to them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Saved_game_folder&amp;diff=320157</id>
		<title>DF2014:Saved game folder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Saved_game_folder&amp;diff=320157"/>
		<updated>2026-09-20T17:38:24Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Save folder format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:05, 11 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''saved game''' files are the files that store a player's progress in ''Dwarf Fortress''. The game can be saved manually or automatically. &lt;br /&gt;
&lt;br /&gt;
The '''saved game folder''' is the location where the files and information corresponding to each [[world generation|world]] (also referred to by, at least, the game, given the default characterisation of the file names as &amp;quot;regions&amp;quot;) are stored and accessed by ''Dwarf Fortress''. Knowledge on the technicalities of the saved game folder is crucial if one wishes to change their computer, make a backup, or wants to share a save with someone else. &lt;br /&gt;
&lt;br /&gt;
See also: [[Importing and exporting worlds]].&lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
At any time when you are playing Dwarf Fortress, you can manually save the game through the escape menu option. Simply hit {{key|Esc}} and then select Save Game. Doing so assumes you want to exit and it will take you back to the main menu. Dwarf Fortress only permits one concurrent save per world, whether in Fortress or Adventurer mode - in order to go beyond this, you can make copies of the entire save folder, but playing both of them effectively results in the world's timeline ''diverging'' (and merging them back together is so complex as to be effectively impossible).&lt;br /&gt;
&lt;br /&gt;
You can make use of auto-save feature, which allows to periodically (Seasonally or Yearly) save the game. This can be seen as either a way to prevent loss of progress or removing the ability to correct mistakes and change decisions made during the course of play forcing you to rely on skills instead of on the ability to retry indefinitely. To enable '''auto-save''' functionality and controlling its behavior, see: [[d_init.txt]]. &lt;br /&gt;
&lt;br /&gt;
Although the game has permanent death and you might want to play it in that spirit, the game is also in alpha, can crash, and your world can become corrupted by an error. You can make use of a auto-backup feature, which will create a copy of your saves so that you'll have several copies of your world at different times. To enable '''auto-backup''' functionality, see: [[d_init.txt]]. Making backups can save you a lot of grief.&lt;br /&gt;
&lt;br /&gt;
== Save folder format ==&lt;br /&gt;
{| class=wikitable style=&amp;quot;float:right; margin:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Folder-orange.svg|20px|link=]] save&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] current&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] region# &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your saved games are located in your ''Dwarf Fortress'' [[save game folder]]. The save folder will contain one or more sub-folders, each one holding one of your worlds, and a &amp;quot;current&amp;quot; folder. The &amp;quot;current&amp;quot; folder is used to track the changes to the active world while ''Dwarf Fortress'' is running (and is automatically merged back into the region you are currently playing when you Save); if ''Dwarf Fortress'' is not actively running, it should be safe to delete (and unless you forcefully terminated the game via Task Manager rather than cleanly saving and exiting, it should be ''empty'').&lt;br /&gt;
&lt;br /&gt;
By default, individual worlds are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world). If using auto-backup, then backup folders will be named ''region#-year-month-day'', for example region1-00202-01-01. (In versions prior to v0.43, the format was ''region#-season-year'' (for example region1-Spring-202) instead.)&lt;br /&gt;
&lt;br /&gt;
This can become confusing if you frequently [[cheating|savescum]]&amp;lt;abbr id=&amp;quot;info&amp;quot; class=&amp;quot;information&amp;quot; title=&amp;quot;To reload the last saved game whenever the player character dies or an unfavorable outcome has been encountered.&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt;. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running!&lt;br /&gt;
&lt;br /&gt;
=== Contents ===&lt;br /&gt;
The saved game folder will usually have these contents:&lt;br /&gt;
&lt;br /&gt;
* A subdirectory, ''raw'', containing the raws directly copied from the time the world was generated.&lt;br /&gt;
** Inside it, is an ''objects'' folder containing the contents of the raws. This must be kept, but the contents inside can be modified to an extent.&lt;br /&gt;
** There is also a ''graphics'' folder for [[Graphics set repository|graphics]] for creatures.&lt;br /&gt;
** Finally, there may be an ''interaction examples'' folder. This, along with any files or folders not present in the aforementioned two folders, can be safely deleted.&lt;br /&gt;
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!&lt;br /&gt;
* A series of files named ''feature-#-#.dat''. These files store information about map features such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|hidden fun stuff]]. These files are only generated for parts of the world you have explored (e.g. by embarking in Fortress mode), but using the Site Finder will tend to generate them for the entire world. Replacing these files will usually cause unwanted effects such as magma seas present on the surface or spires of [[adamantine]] spiraling up into the sky.&lt;br /&gt;
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].&lt;br /&gt;
* A series of files named ''site-#.dat''. These files store the detailed map data of previously abandoned or retired fortresses.&lt;br /&gt;
* A series of files named ''unit-#.dat''. These contain the details of historical creatures which might potentially visit your fortress. Prior to version 0.44.10, modifying or deleting these files would lead to the dreaded &amp;quot;Nemesis Unit Load Failed&amp;quot; crash, but now the game will attempt to gracefully recover from such corruption by regenerating the unit from other available information.&lt;br /&gt;
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored inside this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.&lt;br /&gt;
&lt;br /&gt;
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.&lt;br /&gt;
&lt;br /&gt;
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.&lt;br /&gt;
&lt;br /&gt;
== Manually backing up saves ==&lt;br /&gt;
Toady recommends that you make backups, and always save to a fresh file:&lt;br /&gt;
&lt;br /&gt;
# Copy the relevant region folder in &amp;quot;data/save&amp;quot; to a safe location.&lt;br /&gt;
# When you want to reuse it, copy that region back to &amp;quot;data/save&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Do '''not''' overwrite an old folder, as it might leave residual files.&lt;br /&gt;
&lt;br /&gt;
== Restoring saves ==&lt;br /&gt;
: ''See also: [[Save compatibility]]''&lt;br /&gt;
&lt;br /&gt;
Restoring a savegame from backup can be very confusing: The game saves back to the directory you loaded, so if you load a seasonal save, the game will save to that folder (e.g. [region1-01056-01-01]) and not to the original folder ([region1]) where you might expect it.&lt;br /&gt;
&lt;br /&gt;
This can cause some high blood pressure and panic when you see your 'Region X' save is several years older than expected, and it might look like you lost all your (fortress/adv party) work to some bug. The &amp;quot;missing&amp;quot; save is, however, going to be in the directory you loaded previously. ''Dwarf Fortress'' lists the in-game year of each save on the right of the load screen; the highest year will generally be the most recent save (unless you've savescummed from earlier saves).&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' autosaves to the original folder and then copies the save to a backup folder, so you should generally be able to recover from a crash by simply loading the 'main' save folder--it should be as recent as the latest &amp;quot;backup&amp;quot; save. If you want to load a backup savegame, it's recommended that you copy/rename the save to indicate that. For instance, using the examples above, copy [region1-01056-01-01] to [region1-fix] and continue play on that save (creating new backup saves of the form [region1-fix-01056-04-01]). Remember to only modify saves while the game is not running, per the instructions for savescumming above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Warning''':  Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, ''Dwarf Fortress'' will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. If you don't want the game to save, just kill the application. Make sure you have sufficient free disk space before launching ''Dwarf Fortress''! {{bug|2587}}&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
On Linux or macOS, you can replace the ''raw'' directory with a symbolic link to ''../../../raw'' if you want to save a few megabytes on every backup. [http://www.bay12forums.com/smf/index.php?topic=145908| Forum thread].&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:Saved game folder]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Saved_game_folder&amp;diff=320156</id>
		<title>DF2014:Saved game folder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Saved_game_folder&amp;diff=320156"/>
		<updated>2026-09-20T17:35:52Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Saving */ explain in a bit more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:05, 11 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''saved game''' files are the files that store a player's progress in ''Dwarf Fortress''. The game can be saved manually or automatically. &lt;br /&gt;
&lt;br /&gt;
The '''saved game folder''' is the location where the files and information corresponding to each [[world generation|world]] (also referred to by, at least, the game, given the default characterisation of the file names as &amp;quot;regions&amp;quot;) are stored and accessed by ''Dwarf Fortress''. Knowledge on the technicalities of the saved game folder is crucial if one wishes to change their computer, make a backup, or wants to share a save with someone else. &lt;br /&gt;
&lt;br /&gt;
See also: [[Importing and exporting worlds]].&lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
At any time when you are playing Dwarf Fortress, you can manually save the game through the escape menu option. Simply hit {{key|Esc}} and then select Save Game. Doing so assumes you want to exit and it will take you back to the main menu. Dwarf Fortress only permits one concurrent save per world, whether in Fortress or Adventurer mode - in order to go beyond this, you can make copies of the entire save folder, but playing both of them effectively results in the world's timeline ''diverging'' (and merging them back together is so complex as to be effectively impossible).&lt;br /&gt;
&lt;br /&gt;
You can make use of auto-save feature, which allows to periodically (Seasonally or Yearly) save the game. This can be seen as either a way to prevent loss of progress or removing the ability to correct mistakes and change decisions made during the course of play forcing you to rely on skills instead of on the ability to retry indefinitely. To enable '''auto-save''' functionality and controlling its behavior, see: [[d_init.txt]]. &lt;br /&gt;
&lt;br /&gt;
Although the game has permanent death and you might want to play it in that spirit, the game is also in alpha, can crash, and your world can become corrupted by an error. You can make use of a auto-backup feature, which will create a copy of your saves so that you'll have several copies of your world at different times. To enable '''auto-backup''' functionality, see: [[d_init.txt]]. Making backups can save you a lot of grief.&lt;br /&gt;
&lt;br /&gt;
== Save folder format ==&lt;br /&gt;
{| class=wikitable style=&amp;quot;float:right; margin:10px;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
[[File:Folder-orange.svg|20px|link=]] save&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] current&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] region# &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;emsp;[[File:Folder.svg|20px|link=]] region#-year-month-day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your saved games are located in your ''Dwarf Fortress'' [[save game folder]]. The save folder will contain one or more sub-folders, each one holding one of your worlds, and a &amp;quot;current&amp;quot; folder. The &amp;quot;current&amp;quot; folder is used to track the changes to the active world while ''Dwarf Fortress'' is running; it is not important unless ''Dwarf Fortress'' is open, and can safely be deleted otherwise.&lt;br /&gt;
&lt;br /&gt;
By default, individual worlds are saved in the format: ''region#'', where # is a number, starting with region1 and then incrementing; however, world directories can be renamed without consequence '''if the game is not running''' (this will not change the actual name of the world). If using auto-backup, then backup folders will be named ''region#-year-month-day'', for example region1-00202-01-01. (In versions prior to v0.43, the format was ''region#-season-year'' (for example region1-Spring-202) instead.)&lt;br /&gt;
&lt;br /&gt;
This can become confusing if you frequently [[cheating|savescum]]&amp;lt;abbr id=&amp;quot;info&amp;quot; class=&amp;quot;information&amp;quot; title=&amp;quot;To reload the last saved game whenever the player character dies or an unfavorable outcome has been encountered.&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt;. There is no way to change the name of these folders inside the game, but it is safe to change them using the standard methods of your operating system if the game is not running.  However, '''never''' alter or delete the folder with the name of the game you're playing ''while saving'' from the game, or while that game is running!&lt;br /&gt;
&lt;br /&gt;
=== Contents ===&lt;br /&gt;
The saved game folder will usually have these contents:&lt;br /&gt;
&lt;br /&gt;
* A subdirectory, ''raw'', containing the raws directly copied from the time the world was generated.&lt;br /&gt;
** Inside it, is an ''objects'' folder containing the contents of the raws. This must be kept, but the contents inside can be modified to an extent.&lt;br /&gt;
** There is also a ''graphics'' folder for [[Graphics set repository|graphics]] for creatures.&lt;br /&gt;
** Finally, there may be an ''interaction examples'' folder. This, along with any files or folders not present in the aforementioned two folders, can be safely deleted.&lt;br /&gt;
* A series of files named ''art_image-#.dat''. As their name would suggest, these files store information about art and are necessary for proper functioning. Don't replace!&lt;br /&gt;
* A series of files named ''feature-#-#.dat''. These files store information about map features such as [[river]]s, [[cavern]]s, [[magma sea]]s, and [[adamantine|hidden fun stuff]]. These files are only generated for parts of the world you have explored (e.g. by embarking in Fortress mode), but using the Site Finder will tend to generate them for the entire world. Replacing these files will usually cause unwanted effects such as magma seas present on the surface or spires of [[adamantine]] spiraling up into the sky.&lt;br /&gt;
* A series of files named ''region_snapshot-#.dat''. These are the historical maps available in [[Legends|Legends mode]].&lt;br /&gt;
* A series of files named ''site-#.dat''. These files store the detailed map data of previously abandoned or retired fortresses.&lt;br /&gt;
* A series of files named ''unit-#.dat''. These contain the details of historical creatures which might potentially visit your fortress. Prior to version 0.44.10, modifying or deleting these files would lead to the dreaded &amp;quot;Nemesis Unit Load Failed&amp;quot; crash, but now the game will attempt to gracefully recover from such corruption by regenerating the unit from other available information.&lt;br /&gt;
* Depending on the mode currently active (or the lack thereof), a large file named ''world.sav'' or ''world.dat''. In [[fortress mode]], this file is named ''world.sav'' and includes the current fortress data, as well as the world data. In a save without a currently active game, this is the main save folder. The custom raws generated for the [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[night creature]]s, and [[Evil|evil effects]] are stored inside this file. Replacing this entire file will almost certainly crash the game; however, replacing certain portions of the raws included may still keep the save folder working.&lt;br /&gt;
&lt;br /&gt;
Missing one or more of the aforementioned important files may indicate a problem with the save; this is a very common source of crashes.&lt;br /&gt;
&lt;br /&gt;
For basic backups, though, all you need to keep to is: Always copy the whole folder, not parts of it.&lt;br /&gt;
&lt;br /&gt;
== Manually backing up saves ==&lt;br /&gt;
Toady recommends that you make backups, and always save to a fresh file:&lt;br /&gt;
&lt;br /&gt;
# Copy the relevant region folder in &amp;quot;data/save&amp;quot; to a safe location.&lt;br /&gt;
# When you want to reuse it, copy that region back to &amp;quot;data/save&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
Do '''not''' overwrite an old folder, as it might leave residual files.&lt;br /&gt;
&lt;br /&gt;
== Restoring saves ==&lt;br /&gt;
: ''See also: [[Save compatibility]]''&lt;br /&gt;
&lt;br /&gt;
Restoring a savegame from backup can be very confusing: The game saves back to the directory you loaded, so if you load a seasonal save, the game will save to that folder (e.g. [region1-01056-01-01]) and not to the original folder ([region1]) where you might expect it.&lt;br /&gt;
&lt;br /&gt;
This can cause some high blood pressure and panic when you see your 'Region X' save is several years older than expected, and it might look like you lost all your (fortress/adv party) work to some bug. The &amp;quot;missing&amp;quot; save is, however, going to be in the directory you loaded previously. ''Dwarf Fortress'' lists the in-game year of each save on the right of the load screen; the highest year will generally be the most recent save (unless you've savescummed from earlier saves).&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' autosaves to the original folder and then copies the save to a backup folder, so you should generally be able to recover from a crash by simply loading the 'main' save folder--it should be as recent as the latest &amp;quot;backup&amp;quot; save. If you want to load a backup savegame, it's recommended that you copy/rename the save to indicate that. For instance, using the examples above, copy [region1-01056-01-01] to [region1-fix] and continue play on that save (creating new backup saves of the form [region1-fix-01056-04-01]). Remember to only modify saves while the game is not running, per the instructions for savescumming above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Warning''':  Save folders can be large, ranging from 20 MB for small saves to several hundred megabytes for large saves. If you run out of hard drive space while saving, ''Dwarf Fortress'' will ''pretend'' to save correctly, but the save will be unloadable. Opening other saves to verify that they still work, then saving and exiting, will corrupt your previously-working saves as well. If you don't want the game to save, just kill the application. Make sure you have sufficient free disk space before launching ''Dwarf Fortress''! {{bug|2587}}&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
On Linux or macOS, you can replace the ''raw'' directory with a symbolic link to ''../../../raw'' if you want to save a few megabytes on every backup. [http://www.bay12forums.com/smf/index.php?topic=145908| Forum thread].&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:Saved game folder]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Web&amp;diff=320149</id>
		<title>23a:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Web&amp;diff=320149"/>
		<updated>2026-09-20T13:27:03Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:54, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Webs''' {{Tile|☼|7:0}} are the source of [[silk]], and appear randomly near the [[cave river]].  The web itself is most often labeled as being from [[cave spider]]s. Similar webs can be generated by [[giant cave spider]]s, though safely collecting them can be quite a challenge.&lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect web'' task will be triggered at the loom as long as webs are on the map and in reach. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}.  The [[weaver]] will then drop the collected thread in the loom and, depending on the loom setting ({{k|o}}-{{k|W}}-{{k|l}}) and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom (e.g. with the {{k|P}} menu), deactivating the weaving [[labor]] on all dwarves or removing all looms. (Lack of stockpiles alone will ''not'' prevent this!)  An easier alternative is just to suspend ({{k|q}}-{{k|s}}) the collect webs task in each loom.&lt;br /&gt;
&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up.  Cave spider silk webs and thread are worth 12[[currency|☼]]; giant cave spider silk webs and thread are worth 120[[currency|☼]].  &lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create giant cave spider silk farms.&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[irrigate|irrigating]], etc.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into remains. For sanity reasons, cave spiders themselves are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Web&amp;diff=320148</id>
		<title>40d:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Web&amp;diff=320148"/>
		<updated>2026-09-20T13:26:43Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|10:52, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Webs''' {{Tile|☼|7:0}} are the source of [[silk]], and appear randomly in fortress areas that are near [[chasm]] tiles or [[underground river]]s.  The web itself is most often labeled as being from [[cave spider]]s, but the presence of the actual [[vermin]] is not necessary for the web to be formed on a given spot (though cave spiders will appear in the general [[biome]] where the webs are found). Similar webs can be found in a biome inhabited by [[giant cave spider]]s; an actual [[GCS]] will be present if these are found.  &lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect web'' task will be triggered at the loom as long as webs are on the map and in reach. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}. An important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will then drop the collected thread in the loom and, depending on the loom setting ({{k|o}}-{{k|W}}-{{k|l}}) and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom (e.g. with the {{k|P}} menu), deactivating the weaving [[labor]] on all dwarves or removing all looms. (Lack of stockpiles alone will ''not'' prevent this!)  An easier alternative is just to suspend the collect webs task in each loom. ({{k|q}}-{{k|s}})  If the webs are outside, or it requires an above-ground journey to [[path]] to them, changing {{k|o}}rders to &amp;quot;Dwarves stay {{k|i}}ndoors&amp;quot; will also prevent collecting. &lt;br /&gt;
&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up.  Cave spider silk webs and thread are worth 12[[currency|☼]]; giant cave spider silk webs and thread are worth 120[[currency|☼]].  &lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s leave similar, individual webs behind, but also shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create giant cave spider silk farms. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[irrigate|irrigating]], etc.&lt;br /&gt;
It also appears that if open to the outside, [[rain]] will destroy the webs remarkably fast&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into remains. For sanity reasons, cave spiders themselves are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Web&amp;diff=320147</id>
		<title>v0.31:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Web&amp;diff=320147"/>
		<updated>2026-09-20T13:26:28Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Webs''' {{Tile|☼|7:0}} are the source of [[silk]], and appear in [[cavern]]s.  The web itself is most often labeled as being from [[cave spider]]s or (in [[evil]] biomes) [[phantom spider]]s, but the presence of the actual [[vermin]] is not necessary for the web to be formed on a given spot (though cave spiders and/or phantom spiders will appear in the general [[biome]] where the webs are found). Similar webs can be found in a biome inhabited by [[giant cave spider]]s; an actual [[giant cave spider]] will be present if these are found.  &lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect web'' task will be triggered at the loom as long as webs are on the map and in reach. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}. An important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will then drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves or removing all looms. (Lack of stockpiles alone will ''not'' prevent this!)  An easier alternative is just to suspend the collect webs task in each loom. ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of cloths.&lt;br /&gt;
&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]].  &lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider|giant cave spider silk farms]]. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. Certain types of [[titan]]s, [[forgotten beast]]s, and [[demon]]s are also intended to shoot webs; due to a bug, however, they do not.{{bug|3149}}&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably fast&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]]. For sanity reasons, cave spiders and phantom spiders themselves are immune to this effect.&lt;br /&gt;
&lt;br /&gt;
A creature just caught in a web will be considered by the game to be momentarily [[unconscious]], which causes [[trap]]s to be triggered by creatures normally immune to them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Web&amp;diff=320146</id>
		<title>v0.34:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Web&amp;diff=320146"/>
		<updated>2026-09-20T13:26:17Z</updated>

		<summary type="html">&lt;p&gt;Quietust: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Superior}}&lt;br /&gt;
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider|Webs from a [[Giant cave spider]]]]&lt;br /&gt;
{{catbox|DF2012:Webs}}&lt;br /&gt;
&lt;br /&gt;
'''Webs''' {{Tile|☼|7:0}} are the source of [[silk]], and appear in [[cavern]]s.  The web itself is most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, or (in [[evil]] biomes) [[phantom spider]]s. If an embark region is populated by web-making creatures, a number of its webs will be present immediately after embark, though further webs will only appear if the creature itself shows up and leaves them.&lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]] (even if they are not actually accessible {{bug|3525}}). This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}, an important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it to cloth, or put it on a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this).  An easier alternative is just to suspend the collect webs task in each loom ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.&lt;br /&gt;
&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]].&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerous entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider]] [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. Certain types of [[titan]]s, [[forgotten beast]]s, and [[clown]]s also shoot webs, and just as other spider webs are found naturally in their environments, [[HFS]] may also contain clown webs.&lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are immune to traps). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Web&amp;diff=320145</id>
		<title>DF2014:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Web&amp;diff=320145"/>
		<updated>2026-09-20T13:25:56Z</updated>

		<summary type="html">&lt;p&gt;Quietust: light gray, not white&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Superior}}&lt;br /&gt;
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider|Webs from a [[Giant cave spider]]]]&lt;br /&gt;
{{catbox|DF2014:Webs}}&lt;br /&gt;
&lt;br /&gt;
'''Webs''' {{Tile|☼|7:0}} are the source of [[silk]], very often appear in [[cavern]]s, and occasionally appear on the surface.  The web is most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, [[phantom spider]]s (in [[evil]] biomes), or [[Animal_people|spider men]] (on the surface). If an embark region is populated by web-making creatures, a number of its webs will be present immediately after embark, though further webs will only appear if the creature itself shows up and leaves them.&lt;br /&gt;
&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]]. This can be comfortably deactivated with {{k|o}}-{{k|W}}-{{k|w}}, an important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it into cloth, or put it in a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom ({{k|q}}-{{k|P}} - requires [[manager]]), deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this).  An easier alternative is just to suspend the collect webs task in each loom ({{k|q}}-{{k|s}}). It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom ({{k|q}}-{{k|P}}) and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.&lt;br /&gt;
[[Image:Web traps 1.png|thumb|right|200px|A design to drop webs on [[:File:Web traps 0.png|traps below]]]]&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|z}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]]. [[Titan]] and [[forgotten beast]] webs can be collected too, but they are worth only 6☼.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerously entangling webs at targets prior to attacking - this behaviour can be used to create [[giant cave spider]] [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. [[Titan]]s, [[forgotten beast]]s, and other procedurally-generated creatures may also shoot webs. &lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are normally immune to traps). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
When you're stuck and can't get up, press {{k|.}} to advance time; you automatically get free. When enemies are near you should press {{k|,}} for shorter ticks.  Furthermore, you are unaffected by webs while [[Climber|climbing]]. You can also [[jump]] onto the webbed tile. [[Animal_people|Spider people]] can just walk onto the tile. While sharing a tile with the web, you can pick it up, and if you have an empty hand the web will be gathered as thread, but if you don't, the web will be gathered and placed in your backpack as web. Such web can be placed by dropping or throwing it. Any webs may disappear if the area is unloaded (such as by sleeping, waiting, traveling, etc) while web in your inventory will become thread. Also, new webs may appear when an area is reloaded.&lt;br /&gt;
[[File:web_preview.jpg|thumb|300px|center|Urist likes webs for their ability to ''catch obnoxious flies''.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = orshar&lt;br /&gt;
| elvish  = ilu&lt;br /&gt;
| goblin  = ngostong&lt;br /&gt;
| human   = mete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Web]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Web&amp;diff=320144</id>
		<title>Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Web&amp;diff=320144"/>
		<updated>2026-09-20T13:25:31Z</updated>

		<summary type="html">&lt;p&gt;Quietust: light gray, not white&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:web_sprites_preview.png|right]]'''Webs''' {{Tile|☼|7:0}} are the source of [[silk]], very often appearing in [[cavern]]s, and occasionally on the surface.  The web is most often labeled as being from [[cave spider]]s, [[giant cave spider]]s, [[phantom spider]]s (in [[evil]] biomes), or [[Animal_people|spider men]] (on the surface). If an embark region is populated by web-making creatures, a number of their webs will be present immediately after embark, though further webs will only appear if the creatures themselves show up and leave them.&lt;br /&gt;
== Effects ==&lt;br /&gt;
[[File:GCS Webs.png|thumb|left|104x132px|alt=Webs from a Giant Cave Spider.|Webs from a [[Giant cave spider]].]]&lt;br /&gt;
{{under construction}}&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Webs will be collected ''automatically'' by dwarves with the [[weaving]] labor enabled, but not until the fortress has a [[loom]].  A ''collect webs'' task will be triggered at the loom as long as webs are present within the loom's [[burrow]]. This can be deactivated in Labor menu {{Menu icon|y}} (select the Standing Orders tab, then the Automated Workshops subtab, and toggle the &amp;quot;Automatically collect webs&amp;quot; button), an important option since webs often occur in dangerous places you might want to secure first.  The [[weaver]] will drop the collected thread in the loom and, depending on the loom setting and availability of a stockpile, either leave it there, immediately weave it into cloth, or put it in a stockpile. Other ways to prevent collecting are preventing any dwarf from using the loom, deactivating the weaving [[labor]] on all dwarves, or removing all looms (lack of stockpiles alone will ''not'' prevent this). An easier alternative is just to suspend the collect webs task in each loom. It may be a good idea to only allow non-skilled weavers to collect webs and only skilled ones to actually weave cloth. Set high minimal skill on the actual weaving loom and just as high maximal skill on the collecting loom. Suspend weaving on collecting loom and collecting on weaving loom. This allows higher efficiency, since collecting is not in any way affected by weaving skill (it happens instantly), but trains it and the skill affects quality of woven cloth.&lt;br /&gt;
{{catbox|Webs}}&lt;br /&gt;
[[Image:Web traps 1.png|thumb|right|200px|A design to drop webs on [[:File:Web traps 0.png|traps below]].]]&lt;br /&gt;
Webs become [[thread|silk thread]] the moment they are picked up. (They are, however, shown in the {{k|k}}-stocks menu under -&amp;gt; thread.)  Cave spider and phantom spider silk thread are worth 6[[currency|☼]]; giant cave spider silk webs and thread are worth 24[[currency|☼]]. [[Titan]], [[forgotten beast]] and even [[demon]] webs can be collected too, but they are worth only 6☼.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s shoot long strings of dangerously entangling webs at targets prior to attacking - this behaviour can be used to create giant cave spider [[silk farm]]s. It is not advised to allow weavers to randomly gather webs on maps where giant cave spiders might be lurking nearby. [[Titan]]s, [[forgotten beast]]s, and other procedurally-generated creatures may also shoot webs. &lt;br /&gt;
&lt;br /&gt;
Webs are delicate, and can be destroyed by contact with any creature (except a dwarf that is gathering that web), or by any other rough treatment such as [[Irrigation|irrigating]], etc. It also appears that if open to the outside, [[rain]] will destroy the webs remarkably quickly.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] that come into contact with a web will immediately turn into [[corpse|remains]], and large creatures caught in thick webs (as left by giant cave spiders, titans, forgotten beasts, etc.) will be immobilized for a short period of time, forcibly activating any [[trap]]s they are standing on (even if they are normally [[trapavoid|immune to traps]]). Creatures that spin webs, however, are generally also immune to them - this means that cave spiders and phantom spiders are immune to webs' vermin-killing effect, and that web-spinning forgotten beasts cannot be captured by webbed [[cage trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
When you're stuck and can't get up, press {{k|.}} to advance time; you automatically get free. When enemies are near you should press {{k|,}} for shorter ticks.  Furthermore, you are unaffected by webs while [[Climber|climbing]]. You can also [[jump]] onto the webbed tile. [[Animal_people|Spider people]] can just walk onto the tile. While sharing a tile with the web, you can pick it up, and if you have an empty hand the web will be gathered as thread, but if you don't, the web will be gathered and placed in your backpack as web. Such web can be placed by dropping or throwing it. Any webs may disappear if the area is unloaded (such as by sleeping, waiting, traveling, etc) while web in your inventory will become thread. Also, new webs may appear when an area is reloaded.&lt;br /&gt;
[[File:web_preview.jpg|thumb|300px|center|Urist likes webs for their ability to ''catch obnoxious flies''.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = orshar&lt;br /&gt;
| elvish  = ilu&lt;br /&gt;
| goblin  = ngostong&lt;br /&gt;
| human   = mete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Web]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=320124</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=320124"/>
		<updated>2026-09-20T02:13:50Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Deterring migrants */ rearrange more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:migrants_sprite_preview.png|right]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
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The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
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== Skills and [[labor]] preferences ==&lt;br /&gt;
[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]Each migrant can arrive with a wide collection of skills, often greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
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Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them.&lt;br /&gt;
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Many immigrants were pre-existing [[historical figure]]s. These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s. [[Necromancer]]s and [[intelligent undead]] from previous player fortresses may also immigrate.&lt;br /&gt;
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==Limiting/preventing immigration==&lt;br /&gt;
The game tab under the settings menu lists a ''&amp;quot;Population Cap&amp;quot;'' setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a ''&amp;quot;Strict Population Cap&amp;quot;'' setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.&lt;br /&gt;
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The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
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It is worth noting that you need a minimum population of 20 before any of your dwarves will experience [[strange mood]]s.&lt;br /&gt;
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To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the ''&amp;quot;Population Cap&amp;quot;'' and ''&amp;quot;Strict Population Cap&amp;quot;'' settings in the game tab to 50.&lt;br /&gt;
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==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season is determined at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. Typically there are two migrant waves that will appear no matter what (referred to as hardcoded waves) in the first two seasons. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
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After the first two hardcoded waves, migrants will not arrive until the fortress has accumulated enough wealth, which must be reported by visitors such as merchants. A trade does not have to happen.&lt;br /&gt;
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Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
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The two hardcoded waves may not show up for a while if the fort does not start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it were blocked by a siege, or if it is not the first fort in the world.{{Cite talk|DF2014:Immigration}}&lt;br /&gt;
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To be eligible for immigration, the migrant must be a [[dwarf]] (or the same race as the fortress in a [[modding|modded]] playthrough) and a [[citizenship|citizen]] of your civilization. [[Noble]]s who are {{token|DUTY_BOUND|position}} will never emigrate from their site.&lt;br /&gt;
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In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
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===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10. The size of these waves is unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk|DF2014:Immigration}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves. If the caravan fails to make it out, then the fortress' wealth is not reported. If the dwarven [[liaison]] makes it out, but the caravan does not, the liaison does not report on fortress wealth.&lt;br /&gt;
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Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth. If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season. More research is needed to determine if the statistics have any influence on migration numbers.&lt;br /&gt;
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One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
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The game will cull unimportant dead units eventually, see &amp;lt;code&amp;gt;CULL_DEAD_UNITS_AT&amp;lt;/code&amp;gt; in [[Settings#Population_and_seed_capacities|settings]]. DFHack also has the command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/fix/dead-units.html fix/dead-units]&amp;lt;/code&amp;gt; that can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again.&lt;br /&gt;
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The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
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==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
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==Deterring migrants==&lt;br /&gt;
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A different message for migrant arrivals will be triggered depending on your fortress' dangerousness &amp;amp; happiness. The &amp;quot;dangerousness&amp;quot; is calculated as the sum of recent deaths, [[justice#Punishments|executions]], and [[insanity|insanities]] over the past 5 years, with each year being progressively weaker (1/2 for the previous year, 1/4 for two years ago, 1/8 for three years ago, 1/16 for four years ago, and 1/32 for five years ago). A &amp;quot;death discourage&amp;quot; number of 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
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{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
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|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrants Refusal)&lt;br /&gt;
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|''The fortress attracted no migrants this season.&lt;br /&gt;
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|''Migrants were too wary to make the journey this season.&lt;br /&gt;
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|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
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|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
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|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
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|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
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|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
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|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
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|''No one even considered making the journey to such a cursed miserable death-trap this season.&lt;br /&gt;
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|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (More Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|}&lt;br /&gt;
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==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be selected for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
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==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you missed a moment migrant wave arrive, you can check new dwarves by using [[DFHack]] command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/list-waves.html list-waves]&amp;lt;/code&amp;gt;.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories. This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Cannot find an entry for it on mantis}} &lt;br /&gt;
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If your fortress does not have a meeting hall, you might have a situation where a single migrant cannot find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
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==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
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When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
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Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. &amp;quot;Valuable&amp;quot; skills can be sorted into three categories: those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Even within these categories, dwarves can be more or less valuable depending on how often their skills are needed, or how difficult it is to raise their skill.&lt;br /&gt;
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Lists like this are always just a guide, though. When you get down to bare bedrock, the most valuable skill a dwarf can have is the one that your fortress needs the most. Even those dwarves who have no useful skills can still be useful: even very young children can [[haul]] items, any healthy adult can serve as a low-quality [[soldier]], and every adult dwarf can train useful skills over time.&lt;br /&gt;
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==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
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*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. [[Quality|Well-made]] weapons are significantly more deadly than poorly-made ones, on top of being more [[Value|valuable]]. Weapons are also a great way to increase the value of [[zone]]s (particularly for [[noble]]s, [[temple]]s, or [[guildhall]]s), because you can use a [[weapon trap]] to stack up to ten of them in a single tile. Skilling up weaponsmithing is time-consuming and always requires [[weapons-grade]] [[metal]] and [[fuel]] (or [[magma]]), and weapon [[artifact]]s can be some of the most useful items in the game. &lt;br /&gt;
*[[Armorsmith]]s: You need quite a lot of armor for a military, so armorsmiths are almost as useful as weaponsmiths, and you generally want more of them. Weaponsmiths are still a bit more useful: armor isn't quite as quality-dependent as weapons are, it can't easily be turned into furniture except with [[display furniture]] (which can be erratic when it comes to contributing to room value and can't prevent artifacts from being [[Intrigue|stolen]]), and armor artifacts are just as likely to be something of limited usefulness, like a single boot or gauntlet.&lt;br /&gt;
*[[Soldier]]s: Who doesn’t need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any good soldiers yet, a skilled combatant is not only useful on their own, but can also teach peasants which end of the [[spear]] goes where. Even if you do have a well-trained military, soldiers have an alarming tendency to die, so reservists are still useful.&lt;br /&gt;
*[[Planter]]s: Skilled growers produce larger stacks of crops. This has a cascading positive effect, making your cooks and brewers more efficient, making your [[prepared meal]]s more valuable, and cramming more food and drink into fewer [[barrel]]s or [[large pot]]s, which means less need for hauling and more-efficient use of [[stockpile]] space. While it's relatively easy to train growers on your own, skilled growers have a huge downstream effect on your whole fortress.&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s increase accuracy when when used in [[weapon trap]]s, and a [[lever]] is another way to stack many valuable items in a single tile to juice room value. If you somehow have an excess, mechanisms make great (if heavy) [[Trading#Unacceptable items|elf-friendly]] trade goods.&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
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==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
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*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood.&lt;br /&gt;
*[[Stone carver]]s: Most fortresses cannot afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
*[[Engraver]]s: Engraving is not usually needed in a new fort but is a huge boost in value and good thoughts in a mature one. A good engraver can smooth and detail a large [[zone]] in ''minutes'', shooting its [[Zone#Quality_and_value|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol does not have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you are using [[adamantine]].&lt;br /&gt;
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==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
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*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] goblets* and other metal [[finished goods]], but making ≡gold [[chain]]s≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
*[[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
*[[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just do not produce as much value as you would expect unless the gem cutter is of a high enough skill level. Training gem cutters so they do not waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
*[[Herbalist]]s: Herbology can be a wonderful way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they are basically useless. &lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they are able to, causing possible [[fun]]. They can be useful if managed properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters and are probably less likely to get themselves injured in the process. &lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you are unlucky, you will get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s can be tricky to use properly without putting your own citizens in danger.&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It is often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They are only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they are that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they are more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasant skills.&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that is all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You are better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]] (or want to establish a [[purring maggot|dwarven cheese]] industry).&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
*[[Animal caretaker]]s: Bugged but may become more useful when fixed.&lt;br /&gt;
*[[Children]]: Cannot perform any labors (''save for [[Children#Chores|chores]]). At least you will have a [[peasant]]...in about 18 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* [[Artifacts]] brought by migrants are immediately destroyed.{{Bug|10331}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:immigration_preview.png|thumb|380px|center|Immigrants from the Colonial Era.]]&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=320123</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=320123"/>
		<updated>2026-09-20T02:02:44Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Deterring migrants */ rearrange, add missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:migrants_sprite_preview.png|right]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Skills and [[labor]] preferences ==&lt;br /&gt;
[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]Each migrant can arrive with a wide collection of skills, often greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them.&lt;br /&gt;
&lt;br /&gt;
Many immigrants were pre-existing [[historical figure]]s. These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s. [[Necromancer]]s and [[intelligent undead]] from previous player fortresses may also immigrate.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
The game tab under the settings menu lists a ''&amp;quot;Population Cap&amp;quot;'' setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a ''&amp;quot;Strict Population Cap&amp;quot;'' setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a minimum population of 20 before any of your dwarves will experience [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the ''&amp;quot;Population Cap&amp;quot;'' and ''&amp;quot;Strict Population Cap&amp;quot;'' settings in the game tab to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season is determined at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. Typically there are two migrant waves that will appear no matter what (referred to as hardcoded waves) in the first two seasons. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
After the first two hardcoded waves, migrants will not arrive until the fortress has accumulated enough wealth, which must be reported by visitors such as merchants. A trade does not have to happen.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
&lt;br /&gt;
The two hardcoded waves may not show up for a while if the fort does not start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it were blocked by a siege, or if it is not the first fort in the world.{{Cite talk|DF2014:Immigration}}&lt;br /&gt;
&lt;br /&gt;
To be eligible for immigration, the migrant must be a [[dwarf]] (or the same race as the fortress in a [[modding|modded]] playthrough) and a [[citizenship|citizen]] of your civilization. [[Noble]]s who are {{token|DUTY_BOUND|position}} will never emigrate from their site.&lt;br /&gt;
&lt;br /&gt;
In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
&lt;br /&gt;
===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10. The size of these waves is unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk|DF2014:Immigration}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves. If the caravan fails to make it out, then the fortress' wealth is not reported. If the dwarven [[liaison]] makes it out, but the caravan does not, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth. If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season. More research is needed to determine if the statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
The game will cull unimportant dead units eventually, see &amp;lt;code&amp;gt;CULL_DEAD_UNITS_AT&amp;lt;/code&amp;gt; in [[Settings#Population_and_seed_capacities|settings]]. DFHack also has the command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/fix/dead-units.html fix/dead-units]&amp;lt;/code&amp;gt; that can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again.&lt;br /&gt;
&lt;br /&gt;
The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness &amp;amp; happiness. The &amp;quot;dangerousness&amp;quot; is calculated as the sum of recent deaths, [[justice#Punishments|executions]], and [[insanity|insanities]] over the past 5 years, with each year being progressively weaker (1/2 for the previous year, 1/4 for two years ago, 1/8 for three years ago, 1/16 for four years ago, and 1/32 for five years ago). A &amp;quot;death discourage&amp;quot; number of 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrant Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed miserable death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''The fortress attracted no migrants this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too wary to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be selected for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you missed a moment migrant wave arrive, you can check new dwarves by using [[DFHack]] command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/list-waves.html list-waves]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories. This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Cannot find an entry for it on mantis}} &lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant cannot find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
&lt;br /&gt;
Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. &amp;quot;Valuable&amp;quot; skills can be sorted into three categories: those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Even within these categories, dwarves can be more or less valuable depending on how often their skills are needed, or how difficult it is to raise their skill.&lt;br /&gt;
&lt;br /&gt;
Lists like this are always just a guide, though. When you get down to bare bedrock, the most valuable skill a dwarf can have is the one that your fortress needs the most. Even those dwarves who have no useful skills can still be useful: even very young children can [[haul]] items, any healthy adult can serve as a low-quality [[soldier]], and every adult dwarf can train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. [[Quality|Well-made]] weapons are significantly more deadly than poorly-made ones, on top of being more [[Value|valuable]]. Weapons are also a great way to increase the value of [[zone]]s (particularly for [[noble]]s, [[temple]]s, or [[guildhall]]s), because you can use a [[weapon trap]] to stack up to ten of them in a single tile. Skilling up weaponsmithing is time-consuming and always requires [[weapons-grade]] [[metal]] and [[fuel]] (or [[magma]]), and weapon [[artifact]]s can be some of the most useful items in the game. &lt;br /&gt;
*[[Armorsmith]]s: You need quite a lot of armor for a military, so armorsmiths are almost as useful as weaponsmiths, and you generally want more of them. Weaponsmiths are still a bit more useful: armor isn't quite as quality-dependent as weapons are, it can't easily be turned into furniture except with [[display furniture]] (which can be erratic when it comes to contributing to room value and can't prevent artifacts from being [[Intrigue|stolen]]), and armor artifacts are just as likely to be something of limited usefulness, like a single boot or gauntlet.&lt;br /&gt;
*[[Soldier]]s: Who doesn’t need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any good soldiers yet, a skilled combatant is not only useful on their own, but can also teach peasants which end of the [[spear]] goes where. Even if you do have a well-trained military, soldiers have an alarming tendency to die, so reservists are still useful.&lt;br /&gt;
*[[Planter]]s: Skilled growers produce larger stacks of crops. This has a cascading positive effect, making your cooks and brewers more efficient, making your [[prepared meal]]s more valuable, and cramming more food and drink into fewer [[barrel]]s or [[large pot]]s, which means less need for hauling and more-efficient use of [[stockpile]] space. While it's relatively easy to train growers on your own, skilled growers have a huge downstream effect on your whole fortress.&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s increase accuracy when when used in [[weapon trap]]s, and a [[lever]] is another way to stack many valuable items in a single tile to juice room value. If you somehow have an excess, mechanisms make great (if heavy) [[Trading#Unacceptable items|elf-friendly]] trade goods.&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood.&lt;br /&gt;
*[[Stone carver]]s: Most fortresses cannot afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
*[[Engraver]]s: Engraving is not usually needed in a new fort but is a huge boost in value and good thoughts in a mature one. A good engraver can smooth and detail a large [[zone]] in ''minutes'', shooting its [[Zone#Quality_and_value|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol does not have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you are using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] goblets* and other metal [[finished goods]], but making ≡gold [[chain]]s≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
*[[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
*[[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just do not produce as much value as you would expect unless the gem cutter is of a high enough skill level. Training gem cutters so they do not waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
*[[Herbalist]]s: Herbology can be a wonderful way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they are basically useless. &lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they are able to, causing possible [[fun]]. They can be useful if managed properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters and are probably less likely to get themselves injured in the process. &lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you are unlucky, you will get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s can be tricky to use properly without putting your own citizens in danger.&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It is often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They are only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they are that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they are more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasant skills.&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that is all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You are better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]] (or want to establish a [[purring maggot|dwarven cheese]] industry).&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
*[[Animal caretaker]]s: Bugged but may become more useful when fixed.&lt;br /&gt;
*[[Children]]: Cannot perform any labors (''save for [[Children#Chores|chores]]). At least you will have a [[peasant]]...in about 18 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* [[Artifacts]] brought by migrants are immediately destroyed.{{Bug|10331}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:immigration_preview.png|thumb|380px|center|Immigrants from the Colonial Era.]]&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=320122</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=320122"/>
		<updated>2026-09-20T01:59:19Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Deterring migrants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:migrants_sprite_preview.png|right]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Skills and [[labor]] preferences ==&lt;br /&gt;
[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]Each migrant can arrive with a wide collection of skills, often greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them.&lt;br /&gt;
&lt;br /&gt;
Many immigrants were pre-existing [[historical figure]]s. These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s. [[Necromancer]]s and [[intelligent undead]] from previous player fortresses may also immigrate.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
The game tab under the settings menu lists a ''&amp;quot;Population Cap&amp;quot;'' setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a ''&amp;quot;Strict Population Cap&amp;quot;'' setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a minimum population of 20 before any of your dwarves will experience [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the ''&amp;quot;Population Cap&amp;quot;'' and ''&amp;quot;Strict Population Cap&amp;quot;'' settings in the game tab to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season is determined at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. Typically there are two migrant waves that will appear no matter what (referred to as hardcoded waves) in the first two seasons. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
After the first two hardcoded waves, migrants will not arrive until the fortress has accumulated enough wealth, which must be reported by visitors such as merchants. A trade does not have to happen.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
&lt;br /&gt;
The two hardcoded waves may not show up for a while if the fort does not start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it were blocked by a siege, or if it is not the first fort in the world.{{Cite talk|DF2014:Immigration}}&lt;br /&gt;
&lt;br /&gt;
To be eligible for immigration, the migrant must be a [[dwarf]] (or the same race as the fortress in a [[modding|modded]] playthrough) and a [[citizenship|citizen]] of your civilization. [[Noble]]s who are {{token|DUTY_BOUND|position}} will never emigrate from their site.&lt;br /&gt;
&lt;br /&gt;
In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
&lt;br /&gt;
===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10. The size of these waves is unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk|DF2014:Immigration}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves. If the caravan fails to make it out, then the fortress' wealth is not reported. If the dwarven [[liaison]] makes it out, but the caravan does not, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth. If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season. More research is needed to determine if the statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
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The game will cull unimportant dead units eventually, see &amp;lt;code&amp;gt;CULL_DEAD_UNITS_AT&amp;lt;/code&amp;gt; in [[Settings#Population_and_seed_capacities|settings]]. DFHack also has the command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/fix/dead-units.html fix/dead-units]&amp;lt;/code&amp;gt; that can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again.&lt;br /&gt;
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The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
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==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
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==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness &amp;amp; happiness. The &amp;quot;dangerousness&amp;quot; is calculated as the sum of recent deaths, [[justice#Punishments|executions]], and [[insanity|insanities]] over the past 5 years, with each year being progressively weaker (1/2 for the previous year, 1/4 for two years ago, 1/8 for three years ago, 1/16 for four years ago, and 1/32 for five years ago). A &amp;quot;death discourage&amp;quot; number of 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrant Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed miserable death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''The fortress attracted no migrants this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too wary to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be selected for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you missed a moment migrant wave arrive, you can check new dwarves by using [[DFHack]] command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/list-waves.html list-waves]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories. This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Cannot find an entry for it on mantis}} &lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant cannot find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
&lt;br /&gt;
Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. &amp;quot;Valuable&amp;quot; skills can be sorted into three categories: those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Even within these categories, dwarves can be more or less valuable depending on how often their skills are needed, or how difficult it is to raise their skill.&lt;br /&gt;
&lt;br /&gt;
Lists like this are always just a guide, though. When you get down to bare bedrock, the most valuable skill a dwarf can have is the one that your fortress needs the most. Even those dwarves who have no useful skills can still be useful: even very young children can [[haul]] items, any healthy adult can serve as a low-quality [[soldier]], and every adult dwarf can train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. [[Quality|Well-made]] weapons are significantly more deadly than poorly-made ones, on top of being more [[Value|valuable]]. Weapons are also a great way to increase the value of [[zone]]s (particularly for [[noble]]s, [[temple]]s, or [[guildhall]]s), because you can use a [[weapon trap]] to stack up to ten of them in a single tile. Skilling up weaponsmithing is time-consuming and always requires [[weapons-grade]] [[metal]] and [[fuel]] (or [[magma]]), and weapon [[artifact]]s can be some of the most useful items in the game. &lt;br /&gt;
*[[Armorsmith]]s: You need quite a lot of armor for a military, so armorsmiths are almost as useful as weaponsmiths, and you generally want more of them. Weaponsmiths are still a bit more useful: armor isn't quite as quality-dependent as weapons are, it can't easily be turned into furniture except with [[display furniture]] (which can be erratic when it comes to contributing to room value and can't prevent artifacts from being [[Intrigue|stolen]]), and armor artifacts are just as likely to be something of limited usefulness, like a single boot or gauntlet.&lt;br /&gt;
*[[Soldier]]s: Who doesn’t need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any good soldiers yet, a skilled combatant is not only useful on their own, but can also teach peasants which end of the [[spear]] goes where. Even if you do have a well-trained military, soldiers have an alarming tendency to die, so reservists are still useful.&lt;br /&gt;
*[[Planter]]s: Skilled growers produce larger stacks of crops. This has a cascading positive effect, making your cooks and brewers more efficient, making your [[prepared meal]]s more valuable, and cramming more food and drink into fewer [[barrel]]s or [[large pot]]s, which means less need for hauling and more-efficient use of [[stockpile]] space. While it's relatively easy to train growers on your own, skilled growers have a huge downstream effect on your whole fortress.&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s increase accuracy when when used in [[weapon trap]]s, and a [[lever]] is another way to stack many valuable items in a single tile to juice room value. If you somehow have an excess, mechanisms make great (if heavy) [[Trading#Unacceptable items|elf-friendly]] trade goods.&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood.&lt;br /&gt;
*[[Stone carver]]s: Most fortresses cannot afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
*[[Engraver]]s: Engraving is not usually needed in a new fort but is a huge boost in value and good thoughts in a mature one. A good engraver can smooth and detail a large [[zone]] in ''minutes'', shooting its [[Zone#Quality_and_value|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol does not have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you are using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] goblets* and other metal [[finished goods]], but making ≡gold [[chain]]s≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
*[[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
*[[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just do not produce as much value as you would expect unless the gem cutter is of a high enough skill level. Training gem cutters so they do not waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
*[[Herbalist]]s: Herbology can be a wonderful way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they are basically useless. &lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they are able to, causing possible [[fun]]. They can be useful if managed properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters and are probably less likely to get themselves injured in the process. &lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you are unlucky, you will get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s can be tricky to use properly without putting your own citizens in danger.&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It is often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They are only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they are that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they are more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasant skills.&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that is all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You are better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]] (or want to establish a [[purring maggot|dwarven cheese]] industry).&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
*[[Animal caretaker]]s: Bugged but may become more useful when fixed.&lt;br /&gt;
*[[Children]]: Cannot perform any labors (''save for [[Children#Chores|chores]]). At least you will have a [[peasant]]...in about 18 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* [[Artifacts]] brought by migrants are immediately destroyed.{{Bug|10331}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:immigration_preview.png|thumb|380px|center|Immigrants from the Colonial Era.]]&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=320121</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=320121"/>
		<updated>2026-09-20T01:58:21Z</updated>

		<summary type="html">&lt;p&gt;Quietust: /* Deterring migrants */ actual details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:migrants_sprite_preview.png|right]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Skills and [[labor]] preferences ==&lt;br /&gt;
[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]Each migrant can arrive with a wide collection of skills, often greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them.&lt;br /&gt;
&lt;br /&gt;
Many immigrants were pre-existing [[historical figure]]s. These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s. [[Necromancer]]s and [[intelligent undead]] from previous player fortresses may also immigrate.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
The game tab under the settings menu lists a ''&amp;quot;Population Cap&amp;quot;'' setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a ''&amp;quot;Strict Population Cap&amp;quot;'' setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a minimum population of 20 before any of your dwarves will experience [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the ''&amp;quot;Population Cap&amp;quot;'' and ''&amp;quot;Strict Population Cap&amp;quot;'' settings in the game tab to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season is determined at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. Typically there are two migrant waves that will appear no matter what (referred to as hardcoded waves) in the first two seasons. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
After the first two hardcoded waves, migrants will not arrive until the fortress has accumulated enough wealth, which must be reported by visitors such as merchants. A trade does not have to happen.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
&lt;br /&gt;
The two hardcoded waves may not show up for a while if the fort does not start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it were blocked by a siege, or if it is not the first fort in the world.{{Cite talk|DF2014:Immigration}}&lt;br /&gt;
&lt;br /&gt;
To be eligible for immigration, the migrant must be a [[dwarf]] (or the same race as the fortress in a [[modding|modded]] playthrough) and a [[citizenship|citizen]] of your civilization. [[Noble]]s who are {{token|DUTY_BOUND|position}} will never emigrate from their site.&lt;br /&gt;
&lt;br /&gt;
In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
&lt;br /&gt;
===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10. The size of these waves is unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk|DF2014:Immigration}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves. If the caravan fails to make it out, then the fortress' wealth is not reported. If the dwarven [[liaison]] makes it out, but the caravan does not, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth. If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season. More research is needed to determine if the statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
The game will cull unimportant dead units eventually, see &amp;lt;code&amp;gt;CULL_DEAD_UNITS_AT&amp;lt;/code&amp;gt; in [[Settings#Population_and_seed_capacities|settings]]. DFHack also has the command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/fix/dead-units.html fix/dead-units]&amp;lt;/code&amp;gt; that can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again.&lt;br /&gt;
&lt;br /&gt;
The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness &amp;amp; happiness. The &amp;quot;dangerousness&amp;quot; is calculated as the sum of recent deaths, [[justice#Punishments|executions]], and [[insanity|insanities]] over the past 5 years, with each year being progressively weaker (1/2 for the previous year, 1/4 for the year before that, and 1/32 for five years ago). A &amp;quot;death discourage&amp;quot; number of 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Some migrants arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying unhappy place, knowing it may be their tomb.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their miserable tomb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (One migrant arrival)&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived at this unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived, despite the danger.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying miserable place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying place.&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has decided to brave this terrifying unhappy place.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages  (Migrant Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed miserable death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this cursed unhappy death-trap.&lt;br /&gt;
|-&lt;br /&gt;
|''No one else even considered making the journey to this miserable hellhole.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed miserable death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed unhappy death-trap this season.&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a miserable hellhole this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;display: inline-table;&amp;quot;&lt;br /&gt;
! Messages (Migrants Refusal)&lt;br /&gt;
|-&lt;br /&gt;
|''The fortress attracted no migrants this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and miserable fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous and unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to this unhappy fortress this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too wary to make the journey this season.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous and unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this dangerous fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others refused to journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this miserable fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey to this unhappy fortress.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too nervous to make the journey.&lt;br /&gt;
|-&lt;br /&gt;
|''Others were too wary to make the journey.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be selected for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you missed a moment migrant wave arrive, you can check new dwarves by using [[DFHack]] command &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/list-waves.html list-waves]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories. This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Cannot find an entry for it on mantis}} &lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant cannot find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
&lt;br /&gt;
Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. &amp;quot;Valuable&amp;quot; skills can be sorted into three categories: those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Even within these categories, dwarves can be more or less valuable depending on how often their skills are needed, or how difficult it is to raise their skill.&lt;br /&gt;
&lt;br /&gt;
Lists like this are always just a guide, though. When you get down to bare bedrock, the most valuable skill a dwarf can have is the one that your fortress needs the most. Even those dwarves who have no useful skills can still be useful: even very young children can [[haul]] items, any healthy adult can serve as a low-quality [[soldier]], and every adult dwarf can train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. [[Quality|Well-made]] weapons are significantly more deadly than poorly-made ones, on top of being more [[Value|valuable]]. Weapons are also a great way to increase the value of [[zone]]s (particularly for [[noble]]s, [[temple]]s, or [[guildhall]]s), because you can use a [[weapon trap]] to stack up to ten of them in a single tile. Skilling up weaponsmithing is time-consuming and always requires [[weapons-grade]] [[metal]] and [[fuel]] (or [[magma]]), and weapon [[artifact]]s can be some of the most useful items in the game. &lt;br /&gt;
*[[Armorsmith]]s: You need quite a lot of armor for a military, so armorsmiths are almost as useful as weaponsmiths, and you generally want more of them. Weaponsmiths are still a bit more useful: armor isn't quite as quality-dependent as weapons are, it can't easily be turned into furniture except with [[display furniture]] (which can be erratic when it comes to contributing to room value and can't prevent artifacts from being [[Intrigue|stolen]]), and armor artifacts are just as likely to be something of limited usefulness, like a single boot or gauntlet.&lt;br /&gt;
*[[Soldier]]s: Who doesn’t need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any good soldiers yet, a skilled combatant is not only useful on their own, but can also teach peasants which end of the [[spear]] goes where. Even if you do have a well-trained military, soldiers have an alarming tendency to die, so reservists are still useful.&lt;br /&gt;
*[[Planter]]s: Skilled growers produce larger stacks of crops. This has a cascading positive effect, making your cooks and brewers more efficient, making your [[prepared meal]]s more valuable, and cramming more food and drink into fewer [[barrel]]s or [[large pot]]s, which means less need for hauling and more-efficient use of [[stockpile]] space. While it's relatively easy to train growers on your own, skilled growers have a huge downstream effect on your whole fortress.&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s increase accuracy when when used in [[weapon trap]]s, and a [[lever]] is another way to stack many valuable items in a single tile to juice room value. If you somehow have an excess, mechanisms make great (if heavy) [[Trading#Unacceptable items|elf-friendly]] trade goods.&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood.&lt;br /&gt;
*[[Stone carver]]s: Most fortresses cannot afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
*[[Engraver]]s: Engraving is not usually needed in a new fort but is a huge boost in value and good thoughts in a mature one. A good engraver can smooth and detail a large [[zone]] in ''minutes'', shooting its [[Zone#Quality_and_value|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol does not have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you are using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] goblets* and other metal [[finished goods]], but making ≡gold [[chain]]s≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
*[[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
*[[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just do not produce as much value as you would expect unless the gem cutter is of a high enough skill level. Training gem cutters so they do not waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
*[[Herbalist]]s: Herbology can be a wonderful way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they are basically useless. &lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they are able to, causing possible [[fun]]. They can be useful if managed properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters and are probably less likely to get themselves injured in the process. &lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you are unlucky, you will get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s can be tricky to use properly without putting your own citizens in danger.&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It is often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They are only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they are that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they are more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasant skills.&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that is all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You are better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]] (or want to establish a [[purring maggot|dwarven cheese]] industry).&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
*[[Animal caretaker]]s: Bugged but may become more useful when fixed.&lt;br /&gt;
*[[Children]]: Cannot perform any labors (''save for [[Children#Chores|chores]]). At least you will have a [[peasant]]...in about 18 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* [[Artifacts]] brought by migrants are immediately destroyed.{{Bug|10331}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:immigration_preview.png|thumb|380px|center|Immigrants from the Colonial Era.]]&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Quietust</name></author>
	</entry>
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