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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Raneman</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-27T11:30:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=88487</id>
		<title>v0.31:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=88487"/>
		<updated>2010-04-10T01:22:53Z</updated>

		<summary type="html">&lt;p&gt;Raneman: Learn to spell or stop editing please. May I reccomend Firefox?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name = Kitchen&lt;br /&gt;
|key = z&lt;br /&gt;
|construction_job = [[DF2010:Cooking|Cooking]]&lt;br /&gt;
|construction = *[[DF2010:Wood|Wood]]&lt;br /&gt;
*[[DF2010:Stone|Stone]]&lt;br /&gt;
|job = *[[DF2010:Cooking|Cooking]]&lt;br /&gt;
|use = &lt;br /&gt;
*[[DF2010:Alcohol|Alcohol]]&lt;br /&gt;
*[[DF2010:Crops|Plants]]&lt;br /&gt;
*[[DF2010:Meat|Meat]] &lt;br /&gt;
|production = &lt;br /&gt;
*Food&lt;br /&gt;
*[[DF2010:Tallow|Tallow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the 'cooking' {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
A kitchen is used to render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}.&lt;br /&gt;
&lt;br /&gt;
There is currently a bug where a liquid only meal cant actually exist.&amp;lt;br /&amp;gt; The way this is handled is by Dumping all the ingredients on the workshop.&amp;lt;br /&amp;gt;&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Barrel]] of Dwarven [[Syrup]][5]&amp;lt;br /&amp;gt;&lt;br /&gt;
Barrel of Dwarven Syrup[10]&amp;lt;br /&amp;gt;&lt;br /&gt;
Barrel of Dwarven Syrup[15]&amp;lt;br /&amp;gt;&lt;br /&gt;
Barrel of Dwarven Syrup[10]&amp;lt;br /&amp;gt;&lt;br /&gt;
becomes Dwarven Syrup[40]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leads to cluttered workshops because the Syrup is immobile without a barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The only solve is to deconstruct and reconstruct the Workshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same happens with alcohol only meals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
           &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheese&amp;diff=88480</id>
		<title>v0.31:Cheese</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheese&amp;diff=88480"/>
		<updated>2010-04-10T01:05:29Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Cheese is a {{l|food}} item made from {{l|milk}} at the {{l|Farmer's Workshop}} with the cheesemaking labor.  It can then be further cooked into {{l|prepared meal|prepared meals}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+'''Some Useful Information About Cheeses'''&lt;br /&gt;
|-&lt;br /&gt;
!  Name&lt;br /&gt;
!  Price&lt;br /&gt;
!  Dwarven Trade Good&lt;br /&gt;
!  Human Trade Good &lt;br /&gt;
!  Elven Trade Good  &lt;br /&gt;
!  Milkable Animal &lt;br /&gt;
|-&lt;br /&gt;
!  Cow Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Yes&lt;br /&gt;
|-&lt;br /&gt;
!  Donkey Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Yes&lt;br /&gt;
|-&lt;br /&gt;
!  Horse Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please help fill in the table and post further information in the Discussion page.&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=63028</id>
		<title>40d:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=63028"/>
		<updated>2010-02-12T23:30:29Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Rhesus macaque|symbol=m|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=3|chunks=3|meat=3|fat=1|skulls=1|skin=Yes|biome= * [[Temperate]] [[shrubland]]&lt;br /&gt;
* Temperate [[savanna]]&lt;br /&gt;
* Temperate [[grassland]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A fairly weak [[creature]], a '''macaque''' is a small monkey that can create a large annoyance.  They come in packs of five to ten to [[thief|steal]] any accessible valuables such as [[food]], tools, [[craft]]s, or anything else left lying unguarded, prioritizing the highest value items they can (easily) access.  If you have no guards or guard [[animals]] (and are not watching the landscape), often the first sign of trouble is either an [[announcement]] that a [[civilian]] [[dwarf]] has a job &amp;quot;interrupted by rhesus macaque&amp;quot;, or that an item has been stolen - the game pauses and centers on the incident after the latter announcement (only).  They are not shy about entering a [[fortress]] underground if there are no guards at the entrance, but are quite vulnerable to any sort of [[trap]].  &lt;br /&gt;
&lt;br /&gt;
Occasionally, they are brave enough to actually attack [[dwarves]], but any sign of harm will send them packing - for the moment.  But they are stubborn, and they'll soon be back and in greater numbers.&lt;br /&gt;
&lt;br /&gt;
A guard [[dog]] or even an untrained dwarf can usually stop one without injury, but if you're particularly unfortunate it is always possible for a rhesus macaque (as is for any creature) to cause grievous bodily injury or even kill, mostly because they will latch on with their bite attack.  While sometimes speed is of the essence to avoid losing valuable objects, it is always safest to attack them with [[soldier|proper warrior]]s or [[marksdwarves]] instead of just any convenient unarmored, novice [[wrestler]]s who happen to be nearby, as getting the first strike is usually sufficient to dispatch or maim one of these little brats.  Enjoy your [[kitchen|*Rhesus Macaque biscuits*]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It has been suggested by some that Rhesus Macaque meat cooked with [[dwarven syrup]] is used for a tasty dwarven candy, or Rhesus Pieces. [http://www.bay12games.com/forum/index.php?topic=46408.msg922819#msg922819]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MACAQUE_RHESUS]&lt;br /&gt;
	[NAME:rhesus macaque:rhesus macaques:rhesus macaque]&lt;br /&gt;
	[TILE:'m'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]&lt;br /&gt;
	[CURIOUSBEAST_EATER]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:30:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:3:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=62984</id>
		<title>40d:Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=62984"/>
		<updated>2010-02-12T00:00:30Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game's '''currency''' is measured in &amp;quot;☼&amp;quot;, called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼.&lt;br /&gt;
&lt;br /&gt;
When the [[dwarven economy]] sets in, some coins will have monetary value in addition to their trade value; copper coins are worth 1☼, silver coins are worth 5☼ and gold coins are worth 15☼.* &lt;br /&gt;
&lt;br /&gt;
Independent of this, the [[value]] of a coin of any other metal when used in trade, or for collectors coins* sold in [[shop]]s, is 10x the [[Value#Material_multipliers|material multiplier]] of the [[metal]]. Since you get 500 coins per bar of metal, this is equivalent to an item value of 10.&lt;br /&gt;
&lt;br /&gt;
''(* Coins of metal other than copper, silver or gold are sold in [[shop]]s.)&lt;br /&gt;
&lt;br /&gt;
Using coins as a trade good is not advisable as they have no [[item quality|quality]] levels.  Allowing coinage in general circulation is not recommended as it aids nothing and dwarves tend to spend considerable time moving them around pointlessly.&lt;br /&gt;
&amp;lt;!-- The monetary value of coins does NOT affect their value to you as the fortress deity.{{verify}}&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;!-- last I checked, that was true. But that was before the 3D update. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarven coins are minted at the [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
==DF2010==&lt;br /&gt;
Looking at the RAWS, DF2010 will contain some changes to coins, coins will have subjects on them and we guess this means they are useful now.&lt;br /&gt;
[[Category:Trade]]&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature&amp;diff=62902</id>
		<title>40d:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature&amp;diff=62902"/>
		<updated>2010-02-09T18:21:00Z</updated>

		<summary type="html">&lt;p&gt;Raneman: removed spoilers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dwarf Fortress, '''creatures''' are defined as pretty much anything that is alive. They come in all shapes and sizes, and range from the civilized races like [[dwarves]] to dread terrors like [[giant cave spider]]s to [[vermin]]. Various creatures will interact with your fortress in different ways. Some can be used as food source, others are neighbors, some will even trade with you, but some only want to suck the sweet marrow from your bones or make tunics of dwarf leather.&lt;br /&gt;
&lt;br /&gt;
For lists of creatures unique to specific alignments, see [[Region#Surroundings|Surroundings]].&lt;br /&gt;
&lt;br /&gt;
==Complete table of non-vermin creatures==&lt;br /&gt;
{{Creature table head}}&lt;br /&gt;
{{Creature table row|name=alligator|symbol=A|color=2:0:0|align=Neutral|size=9|value=4|biome=SWAMP_TEMPERATE_FRESHWATER, MARSH_TEMPERATE_FRESHWATER, SWAMP_TROPICAL_FRESHWATER, MARSH_TROPICAL_FRESHWATER, RIVER_TEMPERATE_FRESHWATER, RIVER_TROPICAL_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, RIVER_TROPICAL_BRACKISHWATER}}&lt;br /&gt;
{{Creature table row|name=angelshark|symbol=s|color=6:0:0|align=Benign, Neutral|size=6|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=antman|symbol=a|color=0:0:1|align=Neutral|size=4|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=basking shark|symbol=S|color=7:0:0|align=Benign, Neutral|size=18|value=3|biome=OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=batman|symbol=b|color=0:0:1|align=Neutral|size=4|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=beak dog|symbol=B|color=4:0:0|align=Evil|size=7|value=2|biome=MARSH_TEMPERATE_FRESHWATER, MARSH_TEMPERATE_SALTWATER, MARSH_TROPICAL_FRESHWATER, MARSH_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=bilou|symbol=b|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=black bear|symbol=B|color=0:0:1|align=Neutral|size=8|value=3|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=black-crested gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=black-handed gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=blacktip reef shark|symbol=S|color=0:0:1|align=Neutral|size=7|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=blizzard man|symbol=M|color=3:0:1|align=Evil|size=9|value=10|biome=GLACIER, TUNDRA}}&lt;br /&gt;
{{Creature table row|name=blue shark|symbol=S|color=1:0:1|align=Neutral|size=12|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=bluefin tuna|symbol=&amp;amp;#x3B1;|color=1:0:1|align=Benign, Neutral|size=11|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=bluefish|symbol=&amp;amp;#x3B1;|color=3:0:1|align=Benign, Neutral|size=3|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=bonobo|symbol=b|color=0:0:1|align=Benign, Neutral|size=5|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=bronze colossus|symbol=C|color=6:0:0|align=Neutral|size=20|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=bull shark|symbol=S|color=7:0:1|align=Neutral|size=11|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=carp|symbol=&amp;amp;#x3B1;|color=3:0:0|align=Benign, Neutral|size=3|value=3|biome=RIVER_TEMPERATE_FRESHWATER, RIVER_TROPICAL_FRESHWATER, LAKE_TEMPERATE_FRESHWATER, LAKE_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=cat|symbol=c|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=cave crocodile|symbol=C|color=7:0:0|align=Neutral|size=10|value=5|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=cave swallowman|symbol=c|color=0:0:1|align=Benign, Neutral|size=4|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=cheetah|symbol=c|color=6:0:1|align=Neutral|size=5|value=3|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=chimpanzee|symbol=c|color=0:0:1|align=Benign, Neutral|size=5|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=cod|symbol=&amp;amp;#x3B1;|color=7:0:0|align=Benign, Neutral|size=3|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=coelacanth|symbol=c|color=1:0:1|align=Benign, Neutral|size=6|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=common skate|symbol=&amp;amp;#xF2;|color=6:0:0|align=Benign, Neutral|size=8|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=conger eel|symbol=~|color=7:0:0|align=Benign, Neutral|size=7|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=cougar|symbol=C|color=6:0:1|align=Neutral|size=7|value=3|biome=ANY_TEMPERATE_FOREST, ANY_TROPICAL_FOREST, SHRUBLAND_TEMPERATE, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=cow|symbol=C|color=6:0:0|align=Benign, Neutral|size=9|value=2|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=cyclops|symbol=C|color=4:0:1|align=Neutral|size=16|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=dark gnome|symbol=g|color=3:0:0|align=Benign, Evil|size=3|value=1|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=deer|symbol=d|color=6:0:0|align=Benign, Neutral|size=5|value=1|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=dog|symbol=d|color=6:0:0|align=Neutral|size=5|value=1|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=donkey|symbol=D|color=6:0:0|align=Benign, Neutral|size=7|value=1|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=dragon|symbol=D|color=2:0:0|align=Neutral|size=20|value=50|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=dwarf|symbol=&amp;amp;#x263A;|color=3:0:0|align=Benign, Neutral|size=6|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=elephant|symbol=E|color=7:0:0|align=Benign, Neutral|size=16|value=3|biome=ANY_TROPICAL_FOREST, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=elf|symbol=E|color=3:0:0|align=Neutral|size=7|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=elk|symbol=E|color=6:0:0|align=Benign, Neutral|size=7|value=2|biome=TUNDRA, GRASSLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=ettin|symbol=E|color=6:0:1|align=Neutral|size=12|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=fire imp|symbol=i|color=6:0:1|align=Neutral|size=3|value=10|biome=SUBTERRANEAN_LAVA}}&lt;br /&gt;
{{Creature table row|name=fire man|symbol=M|color=4:0:1|align=Neutral|size=7|value=5|biome=SUBTERRANEAN_LAVA}}&lt;br /&gt;
{{Creature table row|name=foul blendec|symbol=b|color=0:0:1|align=Evil|size=7|value=2|biome=FOREST_TEMPERATE_BROADLEAF, FOREST_TROPICAL_CONIFER, FOREST_TROPICAL_DRY_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=fox|symbol=f|color=4:0:0|align=Benign, Neutral|size=2|value=1|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=frill shark|symbol=s|color=3:0:0|align=Neutral|size=6|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=frogman|symbol=f|color=2:0:0|align=Neutral|size=5|value=1|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=gazelle|symbol=g|color=6:0:0|align=Benign, Neutral|size=4|value=1|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=giant|symbol=G|color=3:0:0|align=Neutral|size=16|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=giant bat|symbol=B|color=0:0:1|align=Benign, Neutral|size=10|value=5|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant cave spider|symbol=S|color=7:0:0|align=Neutral|size=10|value=10|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant cave swallow|symbol=C|color=0:0:1|align=Benign, Neutral|size=8|value=5|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant cheetah|symbol=c|color=6:0:1|align=Savage, Neutral|size=8|value=3|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=giant desert scorpion|symbol=S|color=6:0:0|align=Savage, Neutral|size=10|value=10|biome=DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=giant eagle|symbol=E|color=6:0:0|align=Savage, Neutral|size=10|value=5|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=giant grouper|symbol=G|color=1:0:0|align=Benign, Neutral|size=9|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=giant jaguar|symbol=J|color=6:0:1|align=Savage, Neutral|size=10|value=3|biome=ANY_TROPICAL, DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=giant leopard|symbol=L|color=6:0:1|align=Savage, Neutral|size=9|value=3|biome=ANY_TROPICAL, DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=giant lion|symbol=L|color=6:0:1|align=Savage, Neutral|size=11|value=3|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=giant mole|symbol=m|color=6:0:0|align=Benign, Neutral|size=6|value=2|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant olm|symbol=O|color=7:0:1|align=Neutral|size=10|value=5|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=giant rat|symbol=R|color=0:0:1|align=Benign, Neutral|size=8|value=2|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant tiger|symbol=T|color=6:0:1|align=Savage, Neutral|size=11|value=3|biome=ANY_TROPICAL_FOREST, SHRUBLAND_TROPICAL, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE}}&lt;br /&gt;
{{Creature table row|name=giant toad|symbol=T|color=2:0:0|align=Neutral|size=10|value=5|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=goblin|symbol=g|color=7:0:0|align=Evil|size=6|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=gorilla|symbol=G|color=0:0:1|align=Benign, Neutral|size=8|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE}}&lt;br /&gt;
{{Creature table row|name=gray gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=great barracuda|symbol=B|color=2:0:0|align=Benign, Neutral|size=6|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=great white shark|symbol=S|color=7:0:1|align=Neutral|size=13|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=gremlin|symbol=g|color=2:0:1|align=Neutral|size=4|value=1|biome=SUBTERRENEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=grimeling|symbol=g|color=2:0:0|align=Evil|size=7|value=2|biome=SWAMP_TEMPERATE_FRESHWATER, SWAMP_TEMPERATE_SALTWATER, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE, MARSH_TEMPERATE_FRESHWATER, MARSH_TEMPERATE_SALTWATER, MARSH_TROPICAL_FRESHWATER, MARSH_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=grizzly bear|symbol=B|color=6:0:0|align=Neutral|size=9|value=3|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=groundhog|symbol=g|color=6:0:0|align=Benign, Neutral|size=2|value=1|biome=SHRUBLAND_TEMPERATE, SAVANNA_TEMPERATE, GRASSLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=halibut|symbol=&amp;amp;#x3B1;|color=6:0:0|align=Benign, Neutral|size=9|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=hammerhead shark|symbol=S|color=6:0:0|align=Neutral|size=12|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=harpy|symbol=h|color=6:0:0|align=Evil|size=6|value=1|biome=SHRUBLAND_TEMPERATE, SAVANNA_TEMPERATE, GRASSLAND_TEMPERATE, SHRUBLAND_TROPICAL, SAVANNA_TROPICAL, GRASSLAND_TROPICAL, MARSH_TEMPERATE_FRESHWATER, MARSH_TEMPERATE_SALTWATER, MARSH_TROPICAL_FRESHWATER, MARSH_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=hippo|symbol=H|color=7:0:0|align=Benign, Neutral|size=12|value=3|biome=RIVER_TROPICAL_SALTWATER, RIVER_TROPICAL_BRACKISHWATER, RIVER_TROPICAL_FRESHWATER, LAKE_TROPICAL_SALTWATER, LAKE_TROPICAL_BRACKISHWATER, LAKE_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=hoary marmot|symbol=m|color=7:0:0|align=Benign, Neutral|size=2|value=1|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=horse|symbol=H|color=7:0:0|align=Benign, Neutral|size=9|value=1|biome=GRASSLAND_TEMPERATE, SAVANNA_TEMPERATE, Common domestic}}&lt;br /&gt;
{{Creature table row|name=human|symbol=U|color=3:0:0|align=Benign, Neutral|size=7|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=hydra|symbol=H|color=2:0:0|align=Neutral|size=20|value=50|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=ice wolf|symbol=w|color=7:0:1|align=Evil|size=5|value=2|biome=GLACIER, TUNDRA}}&lt;br /&gt;
{{Creature table row|name=iron man|symbol=M|color=0:0:1|align=Neutral|size=7|value=5|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=jaguar|symbol=J|color=6:0:1|align=Neutral|size=7|value=3|biome=ANY_TROPICAL, DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=kobold|symbol=k|color=6:0:0|align=Neutral|size=5|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=large rat|symbol=r|color=0:0:1|align=Neutral|size=4|value=2|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=leechman|symbol=l|color=0:0:1|align=Savage, Neutral|size=5|value=3|biome=LAKE_TEMPERATE_FRESHWATER, LAKE_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=leopard|symbol=L|color=6:0:1|align=Neutral|size=6|value=3|biome=ANY_TROPICAL, DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=lion|symbol=L|color=6:0:1|align=Neutral|size=8|value=3|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=longfin mako shark|symbol=S|color=3:0:1|align=Neutral|size=9|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=longnose gar|symbol=g|color=6:0:0|align=Benign, Neutral|size=5|value=3|biome=RIVER_TEMPERATE_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, LAKE_TEMPERATE_FRESHWATER, LAKE_TEMPERATE_BRACKISHWATER}}&lt;br /&gt;
{{Creature table row|name=magma man|symbol=M|color=4:0:1|align=Neutral|size=7|value=5|biome=SUBTERRANEAN_LAVA}}&lt;br /&gt;
{{Creature table row|name=mandrill|symbol=m|color=1:0:1|align=Neutral|size=5|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=manta ray|symbol=&amp;amp;#x25BA;|color=7:0:0|align=Benign, Neutral|size=12|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=marlin|symbol=&amp;amp;#x3B1;|color=1:0:1|align=Benign, Neutral|size=11|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=merperson|symbol=M|color=3:0:1|align=Benign, Neutral|size=3|value=50|biome=OCEAN_TROPICAL, RIVER_TROPICAL_FRESHWATER, RIVER_TROPICAL_BRACKISHWATER, RIVER_TROPICAL_SALTWATER, LAKE_TROPICAL_FRESHWATER, LAKE_TROPICAL_BRACKISHWATER, LAKE_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=minotaur|symbol=M|color=6:0:0|align=Neutral|size=9|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=mountain gnome|symbol=g|color=0:0:1|align=Benign, Good|size=3|value=1|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=mountain goat|symbol=g|color=7:0:1|align=Benign, Neutral|size=5|value=1|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=mud man|symbol=M|color=6:0:0|align=Neutral|size=7|value=5|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=mule|symbol=M|color=6:0:0|align=Benign, Neutral|size=8|value=1|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=muskox|symbol=M|color=7:0:0|align=Benign, Neutral|size=9|value=2|biome=TUNDRA, GRASSLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=naked mole dog|symbol=n|color=4:0:1|align=Benign, Neutral|size=4|value=2|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=nightwing|symbol=N|color=0:0:1|align=Evil|size=8|value=4|biome=ANY_DESERT}}&lt;br /&gt;
{{Creature table row|name=nurse shark|symbol=S|color=6:0:0|align=Benign, Neutral|size=9|value=3|biome=OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=ocean sunfish|symbol=&amp;amp;#x3B1;|color=3:0:0|align=Benign, Neutral|size=12|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=ogre|symbol=O|color=7:0:0|align=Evil|size=9|value=10|biome=SHRUBLAND_TEMPERATE, SAVANNA_TEMPERATE, GRASSLAND_TEMPERATE, SHRUBLAND_TROPICAL, SAVANNA_TROPICAL, GRASSLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=olmman|symbol=o|color=7:0:1|align=Neutral|size=5|value=1|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=one-humped camel|symbol=C|color=6:0:0|align=Benign, Neutral|size=10|value=2|biome=ANY_DESERT, Common domestic}}&lt;br /&gt;
{{Creature table row|name=opah|symbol=&amp;amp;#x3B1;|color=4:0:1|align=Benign, Neutral|size=6|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=orangutan|symbol=O|color=6:0:0|align=Benign, Neutral|size=7|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=Pike (fish)|symbol=&amp;amp;#x3B1;|color=2:0:0|align=Benign, Neutral|size=5|value=3|biome=RIVER_TEMPERATE_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, LAKE_TEMPERATE_FRESHWATER, LAKE_TEMPERATE_BRACKISHWATER}}&lt;br /&gt;
{{Creature table row|name=pileated gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=polar bear|symbol=B|color=7:0:1|align=Neutral|size=10|value=3|biome=GLACIER, TUNDRA}}&lt;br /&gt;
{{Creature table row|name=raccoon|symbol=r|color=7:0:0|align=Neutral|size=2|value=1|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=ratman|symbol=r|color=0:0:1|align=Neutral|size=4|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=rhesus macaque|symbol=m|color=7:0:0|align=Neutral|size=3|value=1|biome=SHRUBLAND_TEMPERATE, SAVANNA_TEMPERATE, GRASSLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=saltwater crocodile|symbol=C|color=2:0:0|align=Neutral|size=10|value=4|biome=SWAMP_TROPICAL_FRESHWATER, MARSH_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, MARSH_TROPICAL_SALTWATER, SWAMP_MANGROVE, RIVER_TROPICAL_SALTWATER, RIVER_TROPICAL_BRACKISHWATER, RIVER_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=sasquatch|symbol=S|color=7:0:1|align=Savage, Neutral|size=9|value=10|biome=MOUNTAIN, GLACIER, TUNDRA}}&lt;br /&gt;
{{Creature table row|name=satyr|symbol=s|color=6:0:0|align=Benign, Good|size=7|value=2|biome=FOREST_TEMPERATE_BROADLEAF, FOREST_TROPICAL_CONIFER, FOREST_TROPICAL_DRY_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=sea lamprey|symbol=~|color=0:0:1|align=Neutral|size=3|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE, RIVER_TEMPERATE_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, RIVER_TEMPERATE_SALTWATER, LAKE_TEMPERATE_FRESHWATER, LAKE_TEMPERATE_BRACKISHWATER, LAKE_TEMPERATE_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=sea monster|symbol=M|color=2:0:1|align=Evil|size=16|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=sea serpent|symbol=S|color=3:0:1|align=Savage, Neutral|size=16|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=shortfin mako shark|symbol=S|color=3:0:1|align=Neutral|size=9|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=siamang|symbol=s|color=0:0:1|align=Benign, Neutral|size=4|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=silvery gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=slugman|symbol=s|color=6:0:0|align=Benign, Neutral|size=5|value=3|biome=FOREST_TROPICAL_MOIST_BROADLEAF, ANY_WETLAND}}&lt;br /&gt;
{{Creature table row|name=snailman|symbol=s|color=7:0:0|align=Benign, Neutral|size=5|value=3|biome=FOREST_TROPICAL_MOIST_BROADLEAF, ANY_WETLAND}}&lt;br /&gt;
{{Creature table row|name=spiny dogfish|symbol=s|color=6:0:0|align=Benign, Neutral|size=3|value=3|biome=OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=spotted wobbegong|symbol=S|color=6:0:0|align=Benign, Neutral|size=7|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=stingray|symbol=&amp;amp;#xF2;|color=7:0:0|align=Benign, Neutral|size=2|value=3|biome=OCEAN_TROPICAL, RIVER_TROPICAL_FRESHWATER, RIVER_TROPICAL_BRACKISHWATER, RIVER_TROPICAL_SALTWATER, LAKE_TROPICAL_FRESHWATER, LAKE_TROPICAL_BRACKISHWATER, LAKE_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=strangler|symbol=s|color=0:0:1|align=Evil|size=6|value=3|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=sturgeon|symbol=&amp;amp;#x3B1;|color=6:0:0|align=Benign, Neutral|size=10|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE, RIVER_TEMPERATE_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, RIVER_TEMPERATE_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=swordfish|symbol=&amp;amp;#x3B1;|color=3:0:1|align=Benign, Neutral|size=12|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=tiger|symbol=T|color=6:0:1|align=Neutral|size=8|value=3|biome=ANY_TROPICAL_FOREST, SHRUBLAND_TROPICAL, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE}}&lt;br /&gt;
{{Creature table row|name=tiger shark|symbol=S|color=7:0:0|align=Neutral|size=13|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=tigerfish|symbol=&amp;amp;#x3B1;|color=3:0:1|align=Benign, Neutral|size=3|value=3|biome=RIVER_TROPICAL_FRESHWATER, LAKE_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=tigerman|symbol=T|color=6:0:1|align=Savage, Neutral|size=7|value=3|biome=ANY_TROPICAL_FOREST, SHRUBLAND_TROPICAL, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE}}&lt;br /&gt;
{{Creature table row|name=titan|symbol=T|color=3:0:0|align=Neutral|size=20|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=treant|symbol=&amp;amp;#x2660;|color=2:0:0|align=Neutral|size=11|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=troglodyte|symbol=t|color=6:0:0|align=Neutral|size=6|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=troll|symbol=T|color=0:0:1|align=Evil|size=9|value=10|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=two-humped camel|symbol=C|color=6:0:0|align=Benign, Neutral|size=10|value=2|biome=ANY_DESERT, Common domestic}}&lt;br /&gt;
{{Creature table row|name=unicorn|symbol=U|color=7:0:1|align=Benign, Good|size=9|value=10|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST, ANY_TROPICAL_FOREST, SHRUBLAND_TEMPERATE, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=walrus|symbol=W|color=6:0:0|align=Benign, Neutral|size=10|value=3|biome=OCEAN_ARCTIC}}&lt;br /&gt;
{{Creature table row|name=warthog|symbol=w|color=6:0:0|align=Benign, Neutral|size=5|value=2|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=werewolf|symbol=W|color=0:0:1|align=Evil|size=8|value=4|biome=TUNDRA, FOREST_TAIGA, ANY_TEMPERATE_FOREST, SHRUBLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=whale|symbol=W|color=7:0:0|align=Benign, Neutral|size=16|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=whale shark|symbol=W|color=6:0:0|align=Benign, Neutral|size=20|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=white-browed gibbon|symbol=g|color=7:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=white-handed gibbon|symbol=g|color=6:0:0|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=whitetip reef shark|symbol=S|color=7:0:1|align=Benign, Neutral|size=7|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=wizard|symbol=@|color=6:0:1|align=Benign, Neutral|size=7|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=wolf|symbol=w|color=7:0:0|align=Neutral|size=5|value=2|biome=TUNDRA, FOREST_TAIGA, ANY_TEMPERATE_FOREST, SHRUBLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table footer}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Creature tokens]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Creatures| ]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fanciful&amp;diff=62901</id>
		<title>40d:Fanciful</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fanciful&amp;diff=62901"/>
		<updated>2010-02-09T18:19:46Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''fanciful''' creature is one that is not mundane. Fanciful creatures include the [[megabeast]]s, the powerful occupants of [[Hidden Fun Stuff]], and &amp;quot;merely&amp;quot; magical creatures such as werewolves and fairies. Fanciful creatures can appear in [[engraving]]s and other works of [[art]]. Some fanciful creatures will spawn in certain biomes; fairies are common in good areas, and sasquatches can be seen occasionally in savage mountainous regions. Others can appear only in special circumstances. Examples of these are some of the targets of [[quest]]s in [[adventure mode]], or the [[megabeast]]s which occasionally attack you in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
Fanciful creatures in the game object data are defined by either the [FANCIFUL] or [MAGICAL] tokens.&lt;br /&gt;
&lt;br /&gt;
==Fanciful creatures which can be encountered==&lt;br /&gt;
&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Titan]]&lt;br /&gt;
*[[Satyr]]&lt;br /&gt;
* The residents of [[Hidden Fun Stuff]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Fairy]], [[Pixie]]&lt;br /&gt;
*[[Werewolf]]&lt;br /&gt;
*[[Harpy]]&lt;br /&gt;
*[[Merperson]]&lt;br /&gt;
&lt;br /&gt;
==Fanciful creatures which seem to not actually exist==&lt;br /&gt;
&lt;br /&gt;
* [[Wizard]]{{v|0.27.176.38c}}&lt;br /&gt;
* [[Chimera]]&lt;br /&gt;
* [[Centaur]]&lt;br /&gt;
* [[Griffon]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fanciful&amp;diff=62899</id>
		<title>40d:Fanciful</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fanciful&amp;diff=62899"/>
		<updated>2010-02-09T18:19:00Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''fanciful''' creature is one that is not mundane. Fanciful creatures include the [[megabeast]]s, the powerful demons, and &amp;quot;merely&amp;quot; magical creatures such as werewolves and fairies. Fanciful creatures can appear in [[engraving]]s and other works of [[art]]. Some fanciful creatures will spawn in certain biomes; fairies are common in good areas, and sasquatches can be seen occasionally in savage mountainous regions. Others can appear only in special circumstances. Examples of these are some of the targets of [[quest]]s in [[adventure mode]], or the [[megabeast]]s which occasionally attack you in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
Fanciful creatures in the game object data are defined by either the [FANCIFUL] or [MAGICAL] tokens.&lt;br /&gt;
&lt;br /&gt;
==Fanciful creatures which can be encountered==&lt;br /&gt;
&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Titan]]&lt;br /&gt;
*[[Satyr]]&lt;br /&gt;
* The residents of [[Hidden Fun Stuff]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Fairy]], [[Pixie]]&lt;br /&gt;
*[[Werewolf]]&lt;br /&gt;
*[[Harpy]]&lt;br /&gt;
*[[Merperson]]&lt;br /&gt;
&lt;br /&gt;
==Fanciful creatures which seem to not actually exist==&lt;br /&gt;
&lt;br /&gt;
* [[Wizard]]{{v|0.27.176.38c}}&lt;br /&gt;
* [[Chimera]]&lt;br /&gt;
* [[Centaur]]&lt;br /&gt;
* [[Griffon]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Briess&amp;diff=62894</id>
		<title>User:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Briess&amp;diff=62894"/>
		<updated>2010-02-09T16:32:21Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am Briess, aka Locriani.&lt;br /&gt;
[[File:elle.jpg|200px|thumb|right|RIP Elle]]&lt;br /&gt;
My little kitty got run over by a big mean car. :(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Raneman says:&lt;br /&gt;
Might want to remove the blizzard man picture.&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Briess&amp;diff=62893</id>
		<title>User:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Briess&amp;diff=62893"/>
		<updated>2010-02-09T16:31:52Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am Briess, aka Locriani.&lt;br /&gt;
[[File:elle.jpg|200px|thumb|right|RIP Elle]]&lt;br /&gt;
My little kitty got run over by a big mean car. :(&lt;br /&gt;
Might want to remove the blizzard man picture.&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=62892</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=62892"/>
		<updated>2010-02-09T16:30:30Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire man|biome=Subterranean [[lava]]|symbol=M|color={{COLOR:4:0:1}}|butcher=no|bones=N/A|fat=1|skin=Yes|skulls=N/A|chunks=3|meat=3|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
[[File:Fireman.jpg|208px|thumb|left|Fire Man's Dr. Wily years.]]&lt;br /&gt;
'''Fire men''' come out of the same places as [[fire imp|imps]], but they are a little bolder. Like them, they can go out past the [[lava]] vent, and breathe balls of fire that can kill, maim, and/or set targets or material on fire.&lt;br /&gt;
&lt;br /&gt;
Fire Men are [[building destroyer]] 2's and so can deconstruct any door, hatch, statue, or similar furniture or building they come across.  They will melt snow off [[tree]]s, [[shrub]]s, and ground in the 8 squares around them.&lt;br /&gt;
&lt;br /&gt;
They leave behind bars of [[ash]] when killed. &lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a [[brook]]. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. You could also try building a [[wall]] to go with this moat.&lt;br /&gt;
&lt;br /&gt;
Fire men can be captured in [[cage trap]]s of any material, just like [[fire imp]]s. Don't worry, they won't destroy your masterwork wood [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
:* First create the path for the magma (tunnel, channel, walls or combination) but do not let it fill with magma yet.&lt;br /&gt;
&lt;br /&gt;
:* Then smooth and carve or construct [[fortification]]s in the stone as close to the entrance of the lava as you can (in the channel).&lt;br /&gt;
:::''(Fortifications of any material will withstand magma, wood is just as fine as steel.)&lt;br /&gt;
:::''(Note that the use of vertical [[bars]] of [[magma-safe_materials|magma-safe material]] is not effective, as Fire Men are [[building destroyer|building destroyer 2's]].)''&lt;br /&gt;
&lt;br /&gt;
:* If you are [[channel]]ing where the path might allow escape, you can add [[wall]]s or [[floor]]s (above) to box in any access that is before the fortifications/bars (this stops the firemen from climbing out before the bars and destroying them).&lt;br /&gt;
&lt;br /&gt;
:* Channel down to open the magma into the path, and then seal the top of that with a constructed [[floor]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you want, you can leave the path unbarred, and only have one tile dug down for the magma below each of your workshops.  That one tile must be under the non-accessible tile of the magma forge, smelter or glass furnace - see workshop diagrams for specific placement.  Once in place, the workshop seals the path from the magma below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting them ==&lt;br /&gt;
&lt;br /&gt;
Put short, don't, not unless absolutely necessary.  They don't feel pain and thus cannot be stunned.  They don't bleed or feel fatigue or other acute wound effects, so they can keep on fighting for a very long time after your military has crumbled. Also [[ammo|projectiles]] and [[weapon]]s don't get stuck in them, so [[piercing]] weapons like [[spear]]s are not nearly as effective as against creatures with internal organs. On top of this they like fighting, tend to be reckless, and their blows cause burn damage. Their only poor statistic is that their limbs sever when broken, which means that they are susceptible towards high-damage dealing weapons and being overwhelmed by sheer numbers.&lt;br /&gt;
&lt;br /&gt;
Easiest way to kill them is from far away with [[crossbow]]s, [[bow]]s, [[ballista]]s and [[catapult]]s. The only problem is that they can hurl fireballs back, so either you need experienced [[marksdwarf|marksdwarves]], with surprise and in mass, or siege-weapon crews, and still you can risk ending up having charred dwarves if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The other method is fighting them with traps. Submerging them in water is good way to start. Just dig out a drowning [[room]], channel water behind [[floodgate]] or [[door]], put a [[lever]] somewhere or [[pressure plate]] in the room, hook it to the thing blocking water and wait for them to step into their dooms. This of course needs a tunnel or something to lead fire men in, preferably outside of your fortress, but with an access (or sacrificial animal) to you fort, so that they want to come in. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CANNOT_UNDEAD]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=62859</id>
		<title>40d:Batman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=62859"/>
		<updated>2010-02-09T04:47:12Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Batman|symbol=b|color={{COLOR:0:0:1}}|butcher=no|bones=4|fat=N/A|skin=N/A|skulls=1|chunks=N/A|meat=N/A|biome=* Subterrenean [[chasm]]|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
[[File:batman.jpg|208px|thumb|left|Yeah, this is what we were thinking, too.]]&lt;br /&gt;
Half [[man]], half [[bat]].  These weak [[creatures]] are commonly found around [[chasm]] areas. As a properly-armed [[dwarf]] can easily take them down with sufficient [[armor]]/weapons, they provide good military training. However, an unarmed no-military skilled dwarf can take one down easily without weapons or much armor. Caution is still advised when dealing them in a group at once and near or in the chasm itself as there are more dangerous creatures than Batmen that dwell in them.&lt;br /&gt;
&lt;br /&gt;
They can fly and are sometimes armed with [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
''Some things to watch out for when dealing with batmen:''&lt;br /&gt;
&amp;lt;br /&amp;gt;They show a preference for working individually, paired up with a different birdman of some type or with [[nightwing]]s.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are most likely to target the dwarf whose &amp;quot;comedian&amp;quot; attribute is at the highest level.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are exceptional detectives: given enough preparation time, they can defeat any foe.&lt;br /&gt;
&amp;lt;br /&amp;gt;Their default identities are a secret.  If you turn this off, their chasm will flood your fortress with [[noble]]s instead.&lt;br /&gt;
&amp;lt;br /&amp;gt;They can breathe in space.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are vengeance, they are the night.  &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BATMAN]&lt;br /&gt;
	[NAME:batman:batmen:batman]&lt;br /&gt;
	[TILE:'b'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[PATTERNFLIER][FLIER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=62857</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=62857"/>
		<updated>2010-02-09T04:44:23Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire man|biome=Subterranean [[lava]]|symbol=M|color={{COLOR:4:0:1}}|butcher=no|bones=N/A|fat=1|skin=Yes|skulls=N/A|chunks=3|meat=3|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
[[File:fireman.jpg|208px|thumb|left|Fire Man's Dr. Wily years.]]&lt;br /&gt;
'''Fire men''' come out of the same places as [[fire imp|imps]], but they are a little bolder. Like them, they can go out past the [[lava]] vent, and breathe balls of fire that can kill, maim, and/or set targets or material on fire.&lt;br /&gt;
&lt;br /&gt;
Fire Men are [[building destroyer]] 2's and so can deconstruct any door, hatch, statue, or similar furniture or building they come across.  They will melt snow off [[tree]]s, [[shrub]]s, and ground in the 8 squares around them.&lt;br /&gt;
&lt;br /&gt;
They leave behind bars of [[ash]] when killed. &lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a [[brook]]. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. You could also try building a [[wall]] to go with this moat.&lt;br /&gt;
&lt;br /&gt;
Fire men can be captured in [[cage trap]]s of any material, just like [[fire imp]]s. Don't worry, they won't destroy your masterwork wood [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
:* First create the path for the magma (tunnel, channel, walls or combination) but do not let it fill with magma yet.&lt;br /&gt;
&lt;br /&gt;
:* Then smooth and carve or construct [[fortification]]s in the stone as close to the entrance of the lava as you can (in the channel).&lt;br /&gt;
:::''(Fortifications of any material will withstand magma, wood is just as fine as steel.)&lt;br /&gt;
:::''(Note that the use of vertical [[bars]] of [[magma-safe_materials|magma-safe material]] is not effective, as Fire Men are [[building destroyer|building destroyer 2's]].)''&lt;br /&gt;
&lt;br /&gt;
:* If you are [[channel]]ing where the path might allow escape, you can add [[wall]]s or [[floor]]s (above) to box in any access that is before the fortifications/bars (this stops the firemen from climbing out before the bars and destroying them).&lt;br /&gt;
&lt;br /&gt;
:* Channel down to open the magma into the path, and then seal the top of that with a constructed [[floor]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you want, you can leave the path unbarred, and only have one tile dug down for the magma below each of your workshops.  That one tile must be under the non-accessible tile of the magma forge, smelter or glass furnace - see workshop diagrams for specific placement.  Once in place, the workshop seals the path from the magma below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighting them ==&lt;br /&gt;
&lt;br /&gt;
Put short, don't, not unless absolutely necessary.  They don't feel pain and thus cannot be stunned.  They don't bleed or feel fatigue or other acute wound effects, so they can keep on fighting for a very long time after your military has crumbled. Also [[ammo|projectiles]] and [[weapon]]s don't get stuck in them, so [[piercing]] weapons like [[spear]]s are not nearly as effective as against creatures with internal organs. On top of this they like fighting, tend to be reckless, and their blows cause burn damage. Their only poor statistic is that their limbs sever when broken, which means that they are susceptible towards high-damage dealing weapons and being overwhelmed by sheer numbers.&lt;br /&gt;
&lt;br /&gt;
Easiest way to kill them is from far away with [[crossbow]]s, [[bow]]s, [[ballista]]s and [[catapult]]s. The only problem is that they can hurl fireballs back, so either you need experienced [[marksdwarf|marksdwarves]], with surprise and in mass, or siege-weapon crews, and still you can risk ending up having charred dwarves if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The other method is fighting them with traps. Submerging them in water is good way to start. Just dig out a drowning [[room]], channel water behind [[floodgate]] or [[door]], put a [[lever]] somewhere or [[pressure plate]] in the room, hook it to the thing blocking water and wait for them to step into their dooms. This of course needs a tunnel or something to lead fire men in, preferably outside of your fortress, but with an access (or sacrificial animal) to you fort, so that they want to come in. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CANNOT_UNDEAD]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=62731</id>
		<title>40d:Blizzard man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=62731"/>
		<updated>2010-02-08T03:04:28Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Blizzard man|symbol=M|color={{COLOR:3:0:1}}|butcher=no|wiki=no|&lt;br /&gt;
bones=N/A|chunks=N/A|meat=N/A|fat=N/A|skulls=N/A|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
}}&lt;br /&gt;
[[File:blizzardman.jpg|208px|thumb|left|Blizzard Man's Dr. Wily years.]]&lt;br /&gt;
'''Blizzard men''' are large predatory creatures that can be found in [[evil]] [[glacier]]s and [[tundra]]s. When killed, their bodies will melt, creating a pool of [[water]], which will quickly freeze. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BLIZZARD_MAN]&lt;br /&gt;
	[NAME:blizzard man:blizzard men:blizzard man]&lt;br /&gt;
	[TILE:'M'][COLOR:3:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][EVIL][DIFFICULTY:2][FREQUENCY:5]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[SLOW_LEARNER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:translucent skin]&lt;br /&gt;
	[PREFSTRING:icicle teeth]&lt;br /&gt;
	[PREFSTRING:glowing red eyes]&lt;br /&gt;
	[PREFSTRING:pointy ears]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:4:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:WATER:NO_MATGLOSS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WATER:NO_MATGLOSS]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=62729</id>
		<title>40d:Blizzard man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=62729"/>
		<updated>2010-02-08T03:02:44Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Blizzard man|symbol=M|color={{COLOR:3:0:1}}|butcher=no|wiki=no|&lt;br /&gt;
bones=N/A|chunks=N/A|meat=N/A|fat=N/A|skulls=N/A|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
}}&lt;br /&gt;
[[File:blizzardman.jpg]]&lt;br /&gt;
'''Blizzard men''' are large predatory creatures that can be found in [[evil]] [[glacier]]s and [[tundra]]s. When killed, their bodies will melt, creating a pool of [[water]], which will quickly freeze. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BLIZZARD_MAN]&lt;br /&gt;
	[NAME:blizzard man:blizzard men:blizzard man]&lt;br /&gt;
	[TILE:'M'][COLOR:3:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][EVIL][DIFFICULTY:2][FREQUENCY:5]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[SLOW_LEARNER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:translucent skin]&lt;br /&gt;
	[PREFSTRING:icicle teeth]&lt;br /&gt;
	[PREFSTRING:glowing red eyes]&lt;br /&gt;
	[PREFSTRING:pointy ears]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:4:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:WATER:NO_MATGLOSS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WATER:NO_MATGLOSS]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=62725</id>
		<title>40d:Blizzard man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=62725"/>
		<updated>2010-02-08T02:58:42Z</updated>

		<summary type="html">&lt;p&gt;Raneman: Needs resizing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Blizzard man|symbol=M|color={{COLOR:3:0:1}}|butcher=no|wiki=no|&lt;br /&gt;
bones=N/A|chunks=N/A|meat=N/A|fat=N/A|skulls=N/A|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Blizzard men''' are large predatory creatures that can be found in [[evil]] [[glacier]]s and [[tundra]]s. When killed, their bodies will melt, creating a pool of [[water]], which will quickly freeze. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BLIZZARD_MAN]&lt;br /&gt;
	[NAME:blizzard man:blizzard men:blizzard man]&lt;br /&gt;
	[TILE:'M'][COLOR:3:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][EVIL][DIFFICULTY:2][FREQUENCY:5]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[SLOW_LEARNER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:translucent skin]&lt;br /&gt;
	[PREFSTRING:icicle teeth]&lt;br /&gt;
	[PREFSTRING:glowing red eyes]&lt;br /&gt;
	[PREFSTRING:pointy ears]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:4:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:WATER:NO_MATGLOSS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WATER:NO_MATGLOSS]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=62724</id>
		<title>40d:Blizzard man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=62724"/>
		<updated>2010-02-08T02:58:05Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Blizzard man|symbol=M|color={{COLOR:3:0:1}}|butcher=no|wiki=no|&lt;br /&gt;
bones=N/A|chunks=N/A|meat=N/A|fat=N/A|skulls=N/A|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
}}&lt;br /&gt;
[[File:blizzardman.jpg]]&lt;br /&gt;
'''Blizzard men''' are large predatory creatures that can be found in [[evil]] [[glacier]]s and [[tundra]]s. When killed, their bodies will melt, creating a pool of [[water]], which will quickly freeze. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BLIZZARD_MAN]&lt;br /&gt;
	[NAME:blizzard man:blizzard men:blizzard man]&lt;br /&gt;
	[TILE:'M'][COLOR:3:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][EVIL][DIFFICULTY:2][FREQUENCY:5]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[SLOW_LEARNER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:translucent skin]&lt;br /&gt;
	[PREFSTRING:icicle teeth]&lt;br /&gt;
	[PREFSTRING:glowing red eyes]&lt;br /&gt;
	[PREFSTRING:pointy ears]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:4:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:WATER:NO_MATGLOSS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WATER:NO_MATGLOSS]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[File:Example.jpg]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=62716</id>
		<title>40d:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=62716"/>
		<updated>2010-02-08T02:06:12Z</updated>

		<summary type="html">&lt;p&gt;Raneman: Hurr, no one will notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''' is material made out of [[cloth]] or [[leather]] which is worn by sentient [[humanoid]] [[creatures]] to protect them from the elements, and to cover themselves.  Articles of clothing are similar in concept to [[armor]], but distinguished by the fact that they are ''owned'' by your dwarves and mostly do provide significantly less protection against attacks.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as finished goods, and may be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[dwarves]], and [[elf|elves]] do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and trousers and males wearing dresses and skirts{{version|0.28.181.40d}}.  One could call Dwarf Fortress a paragon of gender equality.&lt;br /&gt;
&lt;br /&gt;
Clothes, as they're worn, [[Item_designations#Wear|wear out]] eventually.&lt;br /&gt;
&lt;br /&gt;
== Size does matter ==&lt;br /&gt;
Clothing and armor marked as &amp;quot;'''large'''&amp;quot; can not be made or worn by dwarves*, but will still be offered by human and elven [[caravan]]s. &amp;quot;'''Small'''&amp;quot; articles of clothing and armor usually come from killed [[kobold]]s and are also unusable. Items labeled as &amp;quot;'''narrow'''&amp;quot; come from [[goblin]]s and can't be made or worn either.  However, all of these can be sold to caravans for a nice price.  Note that they will not count toward [[created wealth]] (or [[exported wealth]]) unless first [[decorate]]d.&lt;br /&gt;
&lt;br /&gt;
:''(* with one exception: Items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is definitive.)''&lt;br /&gt;
&lt;br /&gt;
==Articles==&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, the following articles of clothing exist:&lt;br /&gt;
&lt;br /&gt;
; Bodywear&lt;br /&gt;
: Coat &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Shirt &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cloak &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Tunic &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Toga &amp;amp;ndash; uncommon for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cape &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Vest &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Dress &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Robe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
; Legwear&lt;br /&gt;
: Trousers &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Loincloth &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Thong &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Short Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Long Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Braies &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Headwear&lt;br /&gt;
: Cap &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Hood &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Turban &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Mask &amp;amp;ndash; uncommon for [[goblin]]s, rare for [[human]]s&lt;br /&gt;
: Head Veil &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Face Veil &amp;amp;ndash; rare for [[human]]s only&lt;br /&gt;
: Headscarf &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Handwear&lt;br /&gt;
: Glove &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Mitten &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Footwear&lt;br /&gt;
: Shoe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: High Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Low Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Sandal &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Chausse &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Sock &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
==Pairs==&lt;br /&gt;
&lt;br /&gt;
Some articles of clothing, when made at a [[clothier's shop]] or [[leather works]], will always produce pairs. Specifically, all handwear and footwear will be produced in pairs: each job tasked at such a workshop will make two out of a single piece of [[cloth]] or [[leather]], one for each limb.&lt;br /&gt;
&lt;br /&gt;
==Layering of clothing==&lt;br /&gt;
&lt;br /&gt;
Clothing in the game has four layers: ''under'', ''over'', ''armor'', and ''cover''.  Each article of clothing is intended for only one of these purposes.&lt;br /&gt;
&lt;br /&gt;
* Clothing identified as ''under'' is intended to be worn directly against the skin.&lt;br /&gt;
* Clothing specified as ''over'' is a thin covering to be worn over top of under wear.&lt;br /&gt;
* Clothing classified for ''armor'' is intended to be worn over top of clothing to protect the person more generally.&lt;br /&gt;
* Clothing categorised as ''cover'' is worn over top of everything, including armour, usually for insulation against cold climates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Under&lt;br /&gt;
! Over&lt;br /&gt;
! Armor&lt;br /&gt;
! Cover&lt;br /&gt;
|-&lt;br /&gt;
|Bodywear||Shirt, Dress, Tunic||Coat, Toga, Vest, Robe||Plate mail, Chain mail||Cloak, Cape&lt;br /&gt;
|-&lt;br /&gt;
|Legwear||Loincloth, Thong, Braies||Trousers, Skirt, Short skirt, Long skirt||Greaves, Leggings||&lt;br /&gt;
|-&lt;br /&gt;
|Handwear||Gloves||||Gauntlets||Mittens&lt;br /&gt;
|-&lt;br /&gt;
|Headwear||Mask, Face veil||Cap, Turban, Head veil, Headscarf||Helm||Hood&lt;br /&gt;
|-&lt;br /&gt;
|Footwear||Chausses, Socks||Shoes, Sandals || High boots, Low boots ||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Clothier's shop]]&lt;br /&gt;
* [[Leather works]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Clothing industry]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=62715</id>
		<title>40d:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=62715"/>
		<updated>2010-02-08T02:05:22Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''' is material made out of [[cloth]] or [[leather]] which is worn by sentient [[humanoid]] [[creatures]] to protect them from the elements, and to cover themselves.  Articles of clothing are similar in concept to [[armor]], but distinguished by the fact that they are ''owned'' by your dwarves and mostly do provide significantly less protection against attacks.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as finished goods, and may be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[dwarves]], and [[elf|elves]] do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and trousers and males wearing dresses and skirts{{version|0.28.181.40d}}.  One could call Dwarf Fortress a paragon of gender equality.&lt;br /&gt;
&lt;br /&gt;
Clothes, as they're worn, [[Item_designations#Wear|wear out]] eventually.&lt;br /&gt;
&lt;br /&gt;
== Size does matter ==&lt;br /&gt;
Clothing and armor marked as &amp;quot;'''large'''&amp;quot; can not be made or worn by dwarves*, but will still be offered by human and elven [[caravan]]s. &amp;quot;'''Small'''&amp;quot; articles of clothing and armor usually come from killed [[kobold]]s and are also unusable. Items labeled as &amp;quot;'''narrow'''&amp;quot; come from [[goblin]]s and can't be made or worn either.  However, all of these can be sold to caravans for a nice price.  Note that they will not count toward [[created wealth]] (or [[exported wealth]]) unless first [[decorate]]d.&lt;br /&gt;
&lt;br /&gt;
:''(* with one exception: Items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is definitive.)''&lt;br /&gt;
&lt;br /&gt;
==Articles==&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, the following articles of clothing exist:&lt;br /&gt;
&lt;br /&gt;
; Bodywear&lt;br /&gt;
: Coat &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Shirt &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cloak &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Tunic &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Toga &amp;amp;ndash; uncommon for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cape &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Vest &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Dress &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Robe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
; Legwear&lt;br /&gt;
: Trousers &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Loincloth &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Thong &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Short Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Long Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Braies &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Headwear&lt;br /&gt;
: Cap &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Hood &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Turban &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]], common for [[muslim|muslim pigs]]&lt;br /&gt;
: Mask &amp;amp;ndash; uncommon for [[goblin]]s, rare for [[human]]s&lt;br /&gt;
: Head Veil &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Face Veil &amp;amp;ndash; rare for [[human]]s only&lt;br /&gt;
: Headscarf &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Handwear&lt;br /&gt;
: Glove &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Mitten &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Footwear&lt;br /&gt;
: Shoe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: High Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Low Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Sandal &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Chausse &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Sock &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
==Pairs==&lt;br /&gt;
&lt;br /&gt;
Some articles of clothing, when made at a [[clothier's shop]] or [[leather works]], will always produce pairs. Specifically, all handwear and footwear will be produced in pairs: each job tasked at such a workshop will make two out of a single piece of [[cloth]] or [[leather]], one for each limb.&lt;br /&gt;
&lt;br /&gt;
==Layering of clothing==&lt;br /&gt;
&lt;br /&gt;
Clothing in the game has four layers: ''under'', ''over'', ''armor'', and ''cover''.  Each article of clothing is intended for only one of these purposes.&lt;br /&gt;
&lt;br /&gt;
* Clothing identified as ''under'' is intended to be worn directly against the skin.&lt;br /&gt;
* Clothing specified as ''over'' is a thin covering to be worn over top of under wear.&lt;br /&gt;
* Clothing classified for ''armor'' is intended to be worn over top of clothing to protect the person more generally.&lt;br /&gt;
* Clothing categorised as ''cover'' is worn over top of everything, including armour, usually for insulation against cold climates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Under&lt;br /&gt;
! Over&lt;br /&gt;
! Armor&lt;br /&gt;
! Cover&lt;br /&gt;
|-&lt;br /&gt;
|Bodywear||Shirt, Dress, Tunic||Coat, Toga, Vest, Robe||Plate mail, Chain mail||Cloak, Cape&lt;br /&gt;
|-&lt;br /&gt;
|Legwear||Loincloth, Thong, Braies||Trousers, Skirt, Short skirt, Long skirt||Greaves, Leggings||&lt;br /&gt;
|-&lt;br /&gt;
|Handwear||Gloves||||Gauntlets||Mittens&lt;br /&gt;
|-&lt;br /&gt;
|Headwear||Mask, Face veil||Cap, Turban, Head veil, Headscarf||Helm||Hood&lt;br /&gt;
|-&lt;br /&gt;
|Footwear||Chausses, Socks||Shoes, Sandals || High boots, Low boots ||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Clothier's shop]]&lt;br /&gt;
* [[Leather works]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Clothing industry]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Toady_One&amp;diff=62695</id>
		<title>Toady One</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Toady_One&amp;diff=62695"/>
		<updated>2010-02-07T22:44:39Z</updated>

		<summary type="html">&lt;p&gt;Raneman: This is much less epic. D for Dwarf works for me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- '''Toady One''' (or just '''Toady''') is the nickname used by Tarn Adams, co-designer and programmer of Dwarf Fortress.  He can be reached at [http://www.bay12games.com/about.html About Bay 12 Games] or the [http://www.bay12games.com/forum/ Bay 12 Games Forum]. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Toady One was born on January 5th, 1981 in Anchorage, Alaska. There was a blizzard at the time of his birth, and he sustained crippling frostbite to both his feet almost immediately upon exiting the womb that debilitates him to this day. Because of his injuries, he was never an active or social child and had to stay indoors under the care of his mother, in a household with a severely [[alcohol|alcoholic]] father, who, in his drunken frenzies, strapped him to his chest as a meat shield while hunting [[wolf|wolves]] and [[carp]] with his decorative, and non-functional, hunting [[bow]] that often resorted in the beast being beat to death with it.&lt;br /&gt;
&lt;br /&gt;
By the time he was 10, he had already had multiple points on his body mangled from the wolf attacks. To his fortune, however, his father was killed in the great [[goblin|Eskimo]] [[Siege]] of 1992. This left him with many years to contemplate the meaning of life, developing a keen sense of logic.&lt;br /&gt;
&lt;br /&gt;
== College Years ==&lt;br /&gt;
When entering college, he quickly found a taste for programming. Alone and miserable in his dorm with his [[ThreeToe|abusive boyfriend]], he spent most of his time honing skills in software engineering and smoothing his ideas for [[Dwarf Fortress|a game with unimaginable brutality and carnage]].&lt;br /&gt;
&lt;br /&gt;
On the brink of [[insanity]], he was bailed out from [[Hidden Fun Stuff|the depths of hell]] in April 2009 by his now better half: [[Scamps]]. The two of them spent hours alone discussing what to implement in their life's work. Among these, in the excavated notes, were [[bridge|large crushing devices]], [[dwarf|alcoholic creatures which barely care for their children]], cinematic brawls, and other [[carp|bizarre, horrific aquatic creatures]].&lt;br /&gt;
&lt;br /&gt;
== Current Lifestyle ==&lt;br /&gt;
Little is known about Toady One, as he spends most of his time in his basement with Scamps. [[ThreeToe|His lover]] is sometimes rarely seen outside in the front yard, screaming in [[strange mood|pseudo-shakespearean language about various demands]] (such as chunks of rock, bins of cloth, and turtle parts). Very rarely, ThreeToe will even begin reading a history textbook, demanding that he will only stop if everything he says is imprinted on a [[Planepacked|limestone statue]]. However, after a few days, he passes out and presents the only opportunity in which Toady One may be seen: Dragging his dehydrated body back inside. Scamps remains elusive.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TOADY_ONE]&lt;br /&gt;
	[NAME:toady one:toady one:toady one]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[MAXAGE:60:120]&lt;br /&gt;
	[SPEED:2900][NATURAL]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[PREFSTRING:coding]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067] &lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=62464</id>
		<title>40d Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=62464"/>
		<updated>2010-02-04T23:43:27Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dumping / Chasm-ing==&lt;br /&gt;
I removed the &amp;quot;this is for use on the lowest level of the Chasm&amp;quot; part of the article, because it doesn't seem to be the case. You can set a dump zone over the side of a tower 20 z-levels high and still have the crap land in the chasm, and I don't see why the collapse trick wouldn't work at all levels as well. --[[User:Tallyho|Tallyho]] 07:24, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Pit Chasm==&lt;br /&gt;
I've had a chasm in a mountainous area near a volcano which was in fact cylindrical, not shaped like a river at all. It was basically a bore of empty space all the way to the bottom-most level, which consisted of the # chasm squares. In that respect, it looked much like a volcano bore but generally a bit smaller. There were variations in width on different levels of it as well. This led to open cave floor around it on some levels where troglodytes, iron men, giant cave swallows, and caveswallowmen frolicked about. --[[User:Janus|Janus]] 08:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh, how about that.  They're certainly more interesting than they used to be.--[[User:Draco18s|Draco18s]] 14:54, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Sounds like a magma vent minus the magma. I have a game going in a grassland a few region squares away from a volcano. When I first started the game, I got a message that part of the cavern had collapsed and it zoomed to the magma vent. The vent itself was as you describe--a roughly cylindrical sinkhole of varying widths that went all the way to the bottom. Only in my case, it was full of magma up to the surface, and at lower depths, fire imps, magma men and fire snakes could be seen (Apparently, magma is transparent.) Maybe the game treats magma vents as localized chasms full of magma? --[[User:RedKing|RedKing]] 16:43, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's probably how it was formed, using the same algorithm as a magma vent, but it does appear to be intentional. Perhaps it is indeed meant to be a dead magma vent. That same map has the main volcano magma vent a short distance away. The magma vent was of course shown on the local map when choosing the map location, but the circular chasm was not.&lt;br /&gt;
::As for the collapse message when starting on a map with a magma vent, that appears to be due to a bug where a body of water is generated in the middle of it. This water instantly creates a solid block of obsidian with no support, which then collapses. Magma is semi-liquid, and fireproof monsters like those you mention will swim freely through it. --[[User:Janus|Janus]] 17:06, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually there are two variants of the chasm, a chasm vent/pit and a chasm/river star like chasm (encountered this one twice, and it really fucked up the level). Perhaps we should works this into the article. Perhaps we should ad screenshots. I sadly have no save with the star river like chasm anymore (abandoned those). --[[User:Soyweiser|Soyweiser]] 18:45, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm playing a fortress right now with the same type of &amp;quot;pit&amp;quot; chasm.  I'll see if I can get a shot of it to add to the page. --[[User:Sk128234|Sk128234]] 19:08, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Surface / embark map view ==&lt;br /&gt;
Are the surface chasms visible from the map when selecting the site? It would be great to get a screenshot of that for the page to look similarly to the volcano page. --[[User:JPolito|JPolito]] 02:26, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They're not visible until you actually embark.  Same thing for kobold caves.  However, if they reach the surface at all, you can see every single tile they contain right away.--[[User:Maximus|Maximus]] 15:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cliff as indicator==&lt;br /&gt;
I don't think that chasms are the only things that can produce 20+ cliffs. I have a fortress now that is right on the edge of a massive cliff.--[[User:Zonhin|Zonhin]] 19:39, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: They aren't.  Those cliffs appear rather often around true volcanoes and mountain peaks.  Chasms just happen to be VERY common in mountain region tiles at embark, as much so as small brooks/rivers in certain other regions.&lt;br /&gt;
&lt;br /&gt;
==Tributary chasm==&lt;br /&gt;
I have a pretty oddly shaped chasm, or at least i think i do.  It starts from the corner of the map in a river like shape, then it splits off into 5 smaller 'fingers.'  I've mined alot of the rock around it; it has a wide assortment of metals, gems, and stone i havent seen anywhere else on the map.--[[User:Hiho216|Hiho216]] 00:58, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apparently, you have a chasm that got the same code as a river source/delta, as that creates the same sort of 'fingers.'--[[User:Alfador|Alfador]] 11:34, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cave spider spawning==&lt;br /&gt;
The article says that cave spiders &amp;quot;Often cave spiders are present near chasms&amp;quot;. Shouldn't it be &amp;quot;Cave spiders spawn periodically near chasms&amp;quot;? I haven't seen chasm without those awesome little silk spawners. --[[User:Someone-else|Someone-else]] 08:09, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a pic of the end of a chasm here: http://img168.imageshack.us/img168/8286/chasmendfl7.png&lt;br /&gt;
Not sure if it's notable... [[User:QMarx|QMarx]] 23:59, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My current map has a chasm without any spawning spiders.  I’ve been playing it for about three or four years (game time, of course) and have not seen any at all.  I wonder if it has anything to do with whether the chasm breaks the surface or not?  (Mine’s completely enclosed.)  My biome is pretty standard, so I don’t think that’s what prevent them from spawning. --[[User:Frewfrux|Frewfrux]] 20:27, 27 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::One of my fortresses has a chasm with no cave spiders.  I think it's just random whether a particular chasm contains cave spiders or not.  If you export the &amp;quot;world-sites-and-pops&amp;quot; file, it doesn't show chasms, but it does show caves (which supposedly contain the same creatures as chasms), and some have lots of cave spiders while others have none at all.  --[[User:LaVacaMorada|LaVacaMorada]] 21:48, 27 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Baddies ==&lt;br /&gt;
&lt;br /&gt;
Do chasms spawn hostile creatures like ratmen, or do they just start there?  [[User:Gairabad|Gairabad]] 00:00, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sadly, UG/chasm/magma no longer spawns anything. Kill it, and it is gone for good. --[[User:Savok|Savok]] 10:05, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Any chance of re-introducing spawning?  A init option enabling it would be sweet! --[[User:Kwieland|Kwieland]] 14:04, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chasm of Death ==&lt;br /&gt;
&lt;br /&gt;
There's no mention of this in the article so I feel compelled to inquire as to what people's experiences of chasms in adventure mode have been.&lt;br /&gt;
&lt;br /&gt;
When 'venturing about one of my fallen fortresses I was attacked by a hoard of troglodytes, approximately 15 brutally violated me within the corridors of my fortress as my noble warrior collapsed due to over-exertion after blocking countless attacks and was promptly strangled to death. Thinking this a mere quirk of the wonderful world of DF I returned to the fortress with a different character, much stronger this time, expecting to be able to have a proper look around. I was sadly mistaken. I was first attacked by a giant eagle, after a few fortunate strikes I had claimed the upper hand and was preparing to deal the killing blow when a wave of those cursed troglodytes clambered up the mountainside. Well taught by the experience of that unfortunate past warrior, abandoning my prey, I fled. Well, I did for a few moments before turning to see the troglodyte hoard attacking the giant eagle, I must say, I felt a deep sense of pity for the poor beast as the monsters went about their brutal practice of trying to break every bone in its body. &lt;br /&gt;
&lt;br /&gt;
With a cry I charged at the mass of assailants and began to cleave them apart, blood spat forth endlessly from the mound of creatures before me as I hacked and slashed, coating the mountainside in crimson. Unfortunately the eagle was torn apart before I could give it a slightly more honourable death (slightly being the key word here) and I found myself surrounded by limbs, corpses and blood. The slaughter of the troglodytes was not to be the first however as each time I return to that cursed place more and more crawl forth from the chasm.  They attack all in their path, be they goat or giant eagle and as such the slope of the mountain is stained with the blood of perhaps hundreds and the bones of the countless fallen litter the earth. It seems the troglodytes are without number.&lt;br /&gt;
&lt;br /&gt;
Perhaps this was a curious enigma in the world, a strange chasm of frenzied and blood thirsty troglodytes, so I thought until I came upon an inhabited fortress deep in the mountains nearby. Upon arriving I heard the cries of a child set upon by vicious bat-men, by the time I found the infant I was too late, only a bruised and battered corpse remained. Upon this visit there was little more of importance which came to pass, I was in fact not even aware that there was a chasm in the vicinity until my second visit. As soon as I neared the fortress the stench of death was thick in the air, rat-men, troglodytes and bat-men were mobbing and slaughtering soldiers, fish-cleaners and dyers indiscriminately. I ran to the aid of the assailed but for many I was too late, after what seemed like an age of combat all was quiet and the ground was littered with limbs and corpses and, of course, stained with blood. As I looked upon the all-to-familiar scene of destruction a terrible thought suddenly struck me, perhaps there was a chasm here. From my experience I presumed that it would probably be upon the side of a mountain and so to the East I ran, clambering up the slopes, and as I did so I heard a cry. A swordsman, perhaps with the same idea as I had come upon the chasm and was being attacked by numerous assailants, including a gremlin and several rat-men. Tragically, as I neared his location he bled to death (I don't quite know what cut him, perhaps a large rat entered the battle at some point), I found his corpse high atop a pile of the bodies of those he had slain in his battle-frenzy.&lt;br /&gt;
&lt;br /&gt;
And then, I saw it, the chasm, a damned pit of suffering and torment. No sooner had I sighted it than I was attacked by a number of bat-men. As I fought more and more emerged from the chasm but they all met the same bloody end, my time spent fighting hoards of vicious troglodytes had sharpened my skill in combat and once the stream of foes ended I emerged tired, but unwounded. &lt;br /&gt;
&lt;br /&gt;
To conclude, chasms may be useful waste-disposal areas in fortress, but in adventure they are terrible places of endless slaughter where blood flows unceasingly. Have others had similar experiences? If so I'll add a section (with a little less story-telling) to warn people of the dangers of these cursed pits. --[[User:Deja Mort|Deja Mort]] 17:25, 8 February 2009 (EST)&lt;br /&gt;
----&lt;br /&gt;
Uncommon? They're all over the place in mountain biomes, in my experience. [[User:InsanityPrelude|InsanityPrelude]] 13:32, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Y'mean the chasms? Perhaps I've been spending too much time frolicking with wolves in the woods.&lt;br /&gt;
Admittedly they are pretty prevalent in fortress mode but tend to be tucked away, at least in my fortresses. Maybe I just haven't been looking hard enough on my adventures or the majority of the citizens of chasms are friendlier folk who don't pick fights quite as often. --[[User:Deja Mort|Deja Mort]] 21:32, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To find a chasm ==&lt;br /&gt;
&lt;br /&gt;
Once I looked at my stocks screen to find a bunch of naked mole dog/olmman corpses on the list.  I didn't recall anything dying recently, so I zoomed to it and found it pointing deep underground.  I never actually got the chance to dig it up and see, but it didn't take me long to figure out what was going on.  Anyway, that's just something to look out for, if you're in the market for a chasm, or just don't want any nasty surprises.  --[[User:Smartmo|Smartmo]] 01:12, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, I found that if you have lots of red [[silk|cave spider silk thread]] on your stocks screen, zoom to one, and then dig to there. Chasm! --[[User:Bombcar|Bombcar]] 06:17, 27 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave spiders= Chasm ==&lt;br /&gt;
&lt;br /&gt;
I was digging a corridor right under my cave river when I noticed that there was a bunch of silk laying around and my cats had killed about 10 cave spiders. So after a while more and more cave spiders spawned and made more silk.I was wondering if this meant that i was near a chasm.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 17:50, 5 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Use for Drain? ==&lt;br /&gt;
&lt;br /&gt;
I haven't been able to try this out yet, but I was thinking that you could better use flowing water if the end dump was a chasm.  There would be no need for any pumps, you can just build a tunnel to the drain and let gravity do the rest!  This would make things like computers much easier to operate, and the amount of water you can use is only limited by how fast it spawns in a nearby brook.  Tell me what you think (am I insane or a genius [or both]?).&lt;br /&gt;
:It actually works wonderfully, with one particular exception worth noting.  The higher up in the chasm/pit that you place the water’s exit, the more mist you will generate (mist being generated by falling water) and, therefore, the slower your fort will move due to frame rate issues.  I’m not totally sure how to get around this as the water will need to fall somewhere no matter what, but I would assume that if you had a 1x1 channel that the water fell down until it reached the bottom (at which point it would flow into the chasm/pit) that might help because you wouldn’t be generating as much mist in the confined space (but you would still be generating some).  (NOTE: This is based on pure speculation from other things I have read on this wiki.  I have not actually done this yet.) --[[User:Frewfrux|Frewfrux]] 20:43, 30 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
Just curious: Do Chasms spawn creatures? --[[User:Iban|Iban]] 06:10, 29 December 2009 (UTC)&lt;br /&gt;
:No. --[[User:Quietust|Quietust]] 13:30, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon? ==&lt;br /&gt;
&lt;br /&gt;
According to [[User:Bentusi16|Bentusi16]]:&lt;br /&gt;
:In one case, a [[Dragon]] emerged from a chasm in a Fortress Mode fort without meeting the regular mega beast requirements (The fort had only been in play one in game season). It is not known if this was a bug or is a feature. No other recorded cases of this happening are available at this time.&lt;br /&gt;
More information needs to be gathered about this. Did the dragon appear within one of the side caverns, or did it emerge from the map edge? If the latter, it's likely that it simply chose a very poor location to enter the map as all megabeasts do. Also, it isn't clear that there are requirements under which megabeasts can arrive - the [[megabeast|article]] states that such requirements may exist, but they have never been verified. --[[User:Quietust|Quietust]] 02:07, 31 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creating a Chasm ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to create a bottomless pit? --[[User:Iban|Iban]] 04:24, 18 January 2010 (UTC)&lt;br /&gt;
:Aside from a utility (such as dtil), no. --[[User:Quietust|Quietust]] 05:42, 18 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dead Creatures ==&lt;br /&gt;
&lt;br /&gt;
All of the creatures spawned dead, is there a problem? --[[User:Raneman|Raneman]] 18:43, 5 February 2010 (Central time)&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=62346</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=62346"/>
		<updated>2010-02-04T03:56:06Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = [[Hunter]]&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey.  Dwarves using the ambush skill move more [[speed|slowly]], but cannot be seen by enemies.  Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using whatever [[weapon]] they are carrying.  If a hunter carries no weapon, they will [[wrestle]] their prey.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time. Make sure he drops the [[waterskin]] or don't produce any in the first place.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your rabbit hunter suddenly having an unpleasant chitchat with an elephant, sasquatch or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while traveling on the world map.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies.  As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
When the dwarf is close enough (or once spotted), they will move to engage, or to within shooting range if they are using a crossbow.  From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. This happens frequently with [[crossbow]]s due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (like with calm surroundings), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very fast. Animals upon being butchered explode into [[chunk]]s, [[meat]], [[skin]], [[bone]]s, [[fat]] and [[skull]], and the clutter will make the [[butcher]] work many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ([[food]]). Bones and skulls can be salvaged even from rotting corpses. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the [[craftsdwarf]] unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign [[hunting dog]]s to [[hunter]]s, as they will sneak just as the hunter. [[War dog]]s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.{{verify}} Actual hunting dogs seem to be even less effective, arriving a minute late with your dwarf laying down in a coma. It is believed they possess the trollface while doing this.&lt;br /&gt;
&amp;quot;ARF! ARF!&amp;quot; (Problem? LOL U MAD?)&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
Dwarves can hunt with any [[weapon]], or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.  They will use whatever [[weapon]]/[[armor]] is assigned to them.  (See [[Military]])&lt;br /&gt;
&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal.  If your hunters use crossbows (as is recommended), you should also consider training them in [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of [[bolt]]s.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak [[hammer]]. &lt;br /&gt;
&lt;br /&gt;
Using your military to hunt (with the &amp;quot;chase dangerous animals&amp;quot; setting) can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.  However, you may find that they maim an animal so badly that they refuse to fight it any more, as they no longer consider it a threat.  If there are no other huntable animals on the map, it is generally safe to send an otherwise untrained dwarf with high statistics and a melee weapon (e.g. a woodcutter or miner) out to hunt it.  However, be warned that hunters will not stop their current hunt if you disable their hunting labour; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labour while hunting or returning the kill, or drafting the dwarf in question after the kill has been returned.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary [[quality]].&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have [[farmer]] as a profession, and will not receive any equipment.  However, ambushers with other [[ranger]] skills, even ones higher than their ambusher skill, will still receive this equipment, as will ambushers with [[military]] skills at any level.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  [[Armor user]] and [[shield user]] have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
Any [[immigration|immigrating]] rangers with ambusher skill will also receive this equipment.&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
A hunter armed with a [[crossbow]] will increase both his [[marksdwarf]] and ambusher [[skill]]s. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=62345</id>
		<title>40d:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=62345"/>
		<updated>2010-02-04T03:17:34Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Philosopher&lt;br /&gt;
| arrival=&lt;br /&gt;
* 100 population{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Thinking&lt;br /&gt;
* Looking Pretty&lt;br /&gt;
* Eating&lt;br /&gt;
* Goblin Bait&lt;br /&gt;
* &amp;lt;s&amp;gt;Drinking heavily&amp;lt;/s&amp;gt; &amp;lt;&amp;lt;Philosophising&amp;gt;&amp;gt;&lt;br /&gt;
* (ie, absolutely nothing, other than wasting your food supply)&lt;br /&gt;
}}&lt;br /&gt;
'''The philosopher''' is a [[noble]] who arrives via [[immigration]], with the message &amp;quot;wise X has arrived.&amp;quot; It is not currently known what the trigger for his arrival is.&lt;br /&gt;
&lt;br /&gt;
The philosopher has no worldly needs and makes no mandates, but also appears to perform no useful function.  What do you expect from someone that spends all of his time thinking?&lt;br /&gt;
&lt;br /&gt;
While he has no formal requirements, he will, like any other dwarf, get unhappy thoughts from sleeping on the floor or without a 'proper' room; and he will not rent or claim a room himself, so it is advisable to assign at least some form of bedroom to him.&lt;br /&gt;
&lt;br /&gt;
He has been known to do &amp;quot;all dwarf&amp;quot; tasks such as de-constructing walls and even trading at the depot, much like a child.  Like other [[Noble|nobles]], he will [[Dwarven economy|change the prices of goods]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=62171</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=62171"/>
		<updated>2010-02-01T18:21:32Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = [[Hunter]]&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey.  Dwarves using the ambush skill move more [[speed|slowly]], but cannot be seen by enemies.  Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using whatever [[weapon]] they are carrying.  If a hunter carries no weapon, they will [[wrestle]] their prey.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time. Make sure he drops the [[waterskin]] or don't produce any in the first place.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your rabbit hunter suddenly having an unpleasant chitchat with an elephant, sasquatch or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while traveling on the world map.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies.  As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
When the dwarf is close enough (or once spotted), they will move to engage, or to within shooting range if they are using a crossbow.  From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. This happens frequently with [[crossbow]]s due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (like with calm surroundings), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very fast. Animals upon being butchered explode into [[chunk]]s, [[meat]], [[skin]], [[bone]]s, [[fat]] and [[skull]], and the clutter will make the [[butcher]] work many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ([[food]]). Bones and skulls can be salvaged even from rotting corpses. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the [[craftsdwarf]] unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign [[hunting dog]]s to [[hunter]]s, as they will sneak just as the hunter. [[War dog]]s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.{{verify}} Actual hunting dogs seem to be even less effective, arriving a minute late with your dwarf laying down in a coma. It is believed they posses the trollface while doing this.&lt;br /&gt;
&amp;quot;ARF! ARF!&amp;quot; (Problem? LOL U MAD?)&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
Dwarves can hunt with any [[weapon]], or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.  They will use whatever [[weapon]]/[[armor]] is assigned to them.  (See [[Military]])&lt;br /&gt;
&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal.  If your hunters use crossbows (as is recommended), you should also consider training them in [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of [[bolt]]s.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak [[hammer]]. &lt;br /&gt;
&lt;br /&gt;
Using your military to hunt (with the &amp;quot;chase dangerous animals&amp;quot; setting) can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.  However, you may find that they maim an animal so badly that they refuse to fight it any more, as they no longer consider it a threat.  If there are no other huntable animals on the map, it is generally safe to send an otherwise untrained dwarf with high statistics and a melee weapon (e.g. a woodcutter or miner) out to hunt it.  However, be warned that hunters will not stop their current hunt if you disable their hunting labour; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labour while hunting or returning the kill, or drafting the dwarf in question after the kill has been returned.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary [[quality]].&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have [[farmer]] as a profession, and will not receive any equipment.  However, ambushers with other [[ranger]] skills, even ones higher than their ambusher skill, will still receive this equipment, as will ambushers with [[military]] skills at any level.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  [[Armor user]] and [[shield user]] have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
Any [[immigration|immigrating]] rangers with ambusher skill will also receive this equipment.&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
A hunter armed with a [[crossbow]] will increase both his [[marksdwarf]] and ambusher [[skill]]s. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=62170</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=62170"/>
		<updated>2010-02-01T18:20:09Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = [[Hunter]]&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey.  Dwarves using the ambush skill move more [[speed|slowly]], but cannot be seen by enemies.  Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using whatever [[weapon]] they are carrying.  If a hunter carries no weapon, they will [[wrestle]] their prey.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time. Make sure he drops the [[waterskin]] or don't produce any in the first place.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your rabbit hunter suddenly having an unpleasant chitchat with an elephant, sasquatch or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while traveling on the world map.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies.  As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
When the dwarf is close enough (or once spotted), they will move to engage, or to within shooting range if they are using a crossbow.  From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. This happens frequently with [[crossbow]]s due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (like with calm surroundings), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very fast. Animals upon being butchered explode into [[chunk]]s, [[meat]], [[skin]], [[bone]]s, [[fat]] and [[skull]], and the clutter will make the [[butcher]] work many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ([[food]]). Bones and skulls can be salvaged even from rotting corpses. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the [[craftsdwarf]] unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign [[hunting dog]]s to [[hunter]]s, as they will sneak just as the hunter. [[War dog]]s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.{{verify}} Actual hunting dogs seem to be even less effective, arriving a minute late with your dwarf laying down in a coma. It is believed they posses the trollface while doing this.&lt;br /&gt;
&amp;quot;ARF! ARF!&amp;quot; (Problem? LOL U MAD?&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
Dwarves can hunt with any [[weapon]], or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.  They will use whatever [[weapon]]/[[armor]] is assigned to them.  (See [[Military]])&lt;br /&gt;
&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal.  If your hunters use crossbows (as is recommended), you should also consider training them in [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of [[bolt]]s.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak [[hammer]]. &lt;br /&gt;
&lt;br /&gt;
Using your military to hunt (with the &amp;quot;chase dangerous animals&amp;quot; setting) can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.  However, you may find that they maim an animal so badly that they refuse to fight it any more, as they no longer consider it a threat.  If there are no other huntable animals on the map, it is generally safe to send an otherwise untrained dwarf with high statistics and a melee weapon (e.g. a woodcutter or miner) out to hunt it.  However, be warned that hunters will not stop their current hunt if you disable their hunting labour; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labour while hunting or returning the kill, or drafting the dwarf in question after the kill has been returned.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary [[quality]].&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have [[farmer]] as a profession, and will not receive any equipment.  However, ambushers with other [[ranger]] skills, even ones higher than their ambusher skill, will still receive this equipment, as will ambushers with [[military]] skills at any level.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  [[Armor user]] and [[shield user]] have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
Any [[immigration|immigrating]] rangers with ambusher skill will also receive this equipment.&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
A hunter armed with a [[crossbow]] will increase both his [[marksdwarf]] and ambusher [[skill]]s. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=62169</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=62169"/>
		<updated>2010-02-01T18:19:31Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = [[Hunter]]&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey.  Dwarves using the ambush skill move more [[speed|slowly]], but cannot be seen by enemies.  Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using whatever [[weapon]] they are carrying.  If a hunter carries no weapon, they will [[wrestle]] their prey.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time. Make sure he drops the [[waterskin]] or don't produce any in the first place.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your rabbit hunter suddenly having an unpleasant chitchat with an elephant, sasquatch or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while traveling on the world map.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies.  As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
When the dwarf is close enough (or once spotted), they will move to engage, or to within shooting range if they are using a crossbow.  From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. This happens frequently with [[crossbow]]s due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (like with calm surroundings), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very fast. Animals upon being butchered explode into [[chunk]]s, [[meat]], [[skin]], [[bone]]s, [[fat]] and [[skull]], and the clutter will make the [[butcher]] work many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ([[food]]). Bones and skulls can be salvaged even from rotting corpses. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the [[craftsdwarf]] unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign [[hunting dog]]s to [[hunter]]s, as they will sneak just as the hunter. [[War dog]]s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.{{verify}} Actual hunting dogs seem to be even less effective, arriving a minute late with your dwarf laying down in a coma. It is believed they posses the trollface while doing this.&lt;br /&gt;
&amp;quot;ARF! ARF!&amp;quot; (Problem? LOL U MAD?&amp;quot;&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
Dwarves can hunt with any [[weapon]], or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.  They will use whatever [[weapon]]/[[armor]] is assigned to them.  (See [[Military]])&lt;br /&gt;
&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal.  If your hunters use crossbows (as is recommended), you should also consider training them in [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of [[bolt]]s.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak [[hammer]]. &lt;br /&gt;
&lt;br /&gt;
Using your military to hunt (with the &amp;quot;chase dangerous animals&amp;quot; setting) can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.  However, you may find that they maim an animal so badly that they refuse to fight it any more, as they no longer consider it a threat.  If there are no other huntable animals on the map, it is generally safe to send an otherwise untrained dwarf with high statistics and a melee weapon (e.g. a woodcutter or miner) out to hunt it.  However, be warned that hunters will not stop their current hunt if you disable their hunting labour; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labour while hunting or returning the kill, or drafting the dwarf in question after the kill has been returned.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary [[quality]].&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have [[farmer]] as a profession, and will not receive any equipment.  However, ambushers with other [[ranger]] skills, even ones higher than their ambusher skill, will still receive this equipment, as will ambushers with [[military]] skills at any level.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  [[Armor user]] and [[shield user]] have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
Any [[immigration|immigrating]] rangers with ambusher skill will also receive this equipment.&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
A hunter armed with a [[crossbow]] will increase both his [[marksdwarf]] and ambusher [[skill]]s. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62087</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62087"/>
		<updated>2010-01-31T20:28:37Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;Urist McScrewpumper cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship ([[bookkeeper]])====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
*Trains fairly quickly; with enough jobs, especially ones which need to be repeated anyway, you can get legendary inside two seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&amp;lt;s&amp;gt;Can cause problems with elves&amp;lt;/s&amp;gt;&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.  (OTOH, if done with more than a few dwarves at a time, a small squad of axew-wielding [[military|recruit]]s is not completely defenseless, and military can be stationed as support.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dorf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ([[social skills]])====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current version{{version|0.28.181.40d}} weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too! &lt;br /&gt;
&lt;br /&gt;
Take advantage of this by setting up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills, which in turn will produce quick attribute boosts.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*levels quickly: initial tests show 14-15 attribute gains per dwarf by the end of 7 months&lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
This is the counter-part to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in less a year, but produces no useful items, trade wealth, or professional skills.  The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*The gym also trains large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Army corps of engineers=&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanics]], and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.   Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labour]], so they will all carry [[axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war[[dog]]s to these outdoor-engineers is another good plan.  (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be &amp;quot;[[on break]]&amp;quot; at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;[[Engineer]]&amp;quot;, because that is an existing (and different) profession. Some suggestions for custom ranks are &amp;quot;Reserves,&amp;quot; &amp;quot;Multi&amp;quot;, &amp;quot;Corps Engineer&amp;quot;, &amp;quot;CE&amp;quot;, or some other profession or abbreviation that makes sense to you.&lt;br /&gt;
&lt;br /&gt;
===Training masons===&lt;br /&gt;
Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about [[noise]]).  A good place to start is anywhere you want to clear of (useless) stone, or any [[economic stone]] you want to turn into building [[block|material]] - that's what they'll be producing, and a lot of it.&lt;br /&gt;
&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:&lt;br /&gt;
:*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot; (or your choice). This lets different trainees swap workshops.&lt;br /&gt;
:*Or, enable each of the engineer corps' members individually.  Tedious, but only needs to be done once, and very effective.  This allows you more control over individual engineers over an extended period.&lt;br /&gt;
:* Or both.&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone [[block]]s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
====(Why are we building blocks, again?)====&lt;br /&gt;
A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&lt;br /&gt;
:* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&lt;br /&gt;
:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&lt;br /&gt;
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.&lt;br /&gt;
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&lt;br /&gt;
&lt;br /&gt;
If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See [[Experience]] for more info.)''&lt;br /&gt;
&lt;br /&gt;
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)&lt;br /&gt;
&lt;br /&gt;
=== Apprentice Mechanics ===&lt;br /&gt;
Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more ([[economic stone|non-economic]]!) stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
===Architect(s)===&lt;br /&gt;
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few [[construction]]s and workshops need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.&lt;br /&gt;
&lt;br /&gt;
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now &amp;quot;need masonry&amp;quot;), ''un''-designate them ({{k|q}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.  &lt;br /&gt;
&lt;br /&gt;
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
===Non-professionals===&lt;br /&gt;
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].&lt;br /&gt;
&lt;br /&gt;
===Role in your military===&lt;br /&gt;
&lt;br /&gt;
Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) [[sparring]] session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near [[Soldier#Heroes_and_Champions|Great]] level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or [[wrestler]], both of which can be handy for combatants.&lt;br /&gt;
&lt;br /&gt;
You can also, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62086</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62086"/>
		<updated>2010-01-31T20:26:17Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;Urist McScrewpumper cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship ([[bookkeeper]])====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
*Trains fairly quickly; with enough jobs, especially ones which need to be repeated anyway, you can get legendary inside two seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&amp;lt;s&amp;gt;Can cause problems with elves&amp;lt;/s&amp;gt;&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.  (OTOH, if done with more than a few dwarves at a time, a small squad of axew-wielding [[military|recruit]]s is not completely defenseless, and military can be stationed as support.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dorf Scouts====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ([[social skills]])====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current version{{version|0.28.181.40d}} weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too! &lt;br /&gt;
&lt;br /&gt;
Take advantage of this by setting up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills, which in turn will produce quick attribute boosts.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*levels quickly: initial tests show 14-15 attribute gains per dwarf by the end of 7 months&lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
This is the counter-part to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in less a year, but produces no useful items, trade wealth, or professional skills.  The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*The gym also trains large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Army corps of engineers=&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanics]], and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.   Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labour]], so they will all carry [[axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war[[dog]]s to these outdoor-engineers is another good plan.  (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be &amp;quot;[[on break]]&amp;quot; at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;[[Engineer]]&amp;quot;, because that is an existing (and different) profession. Some suggestions for custom ranks are &amp;quot;Reserves,&amp;quot; &amp;quot;Multi&amp;quot;, &amp;quot;Corps Engineer&amp;quot;, &amp;quot;CE&amp;quot;, or some other profession or abbreviation that makes sense to you.&lt;br /&gt;
&lt;br /&gt;
===Training masons===&lt;br /&gt;
Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about [[noise]]).  A good place to start is anywhere you want to clear of (useless) stone, or any [[economic stone]] you want to turn into building [[block|material]] - that's what they'll be producing, and a lot of it.&lt;br /&gt;
&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:&lt;br /&gt;
:*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot; (or your choice). This lets different trainees swap workshops.&lt;br /&gt;
:*Or, enable each of the engineer corps' members individually.  Tedious, but only needs to be done once, and very effective.  This allows you more control over individual engineers over an extended period.&lt;br /&gt;
:* Or both.&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone [[block]]s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
====(Why are we building blocks, again?)====&lt;br /&gt;
A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&lt;br /&gt;
:* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&lt;br /&gt;
:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&lt;br /&gt;
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.&lt;br /&gt;
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&lt;br /&gt;
&lt;br /&gt;
If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See [[Experience]] for more info.)''&lt;br /&gt;
&lt;br /&gt;
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)&lt;br /&gt;
&lt;br /&gt;
=== Apprentice Mechanics ===&lt;br /&gt;
Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more ([[economic stone|non-economic]]!) stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
===Architect(s)===&lt;br /&gt;
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few [[construction]]s and workshops need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.&lt;br /&gt;
&lt;br /&gt;
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now &amp;quot;need masonry&amp;quot;), ''un''-designate them ({{k|q}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.  &lt;br /&gt;
&lt;br /&gt;
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
===Non-professionals===&lt;br /&gt;
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].&lt;br /&gt;
&lt;br /&gt;
===Role in your military===&lt;br /&gt;
&lt;br /&gt;
Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) [[sparring]] session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near [[Soldier#Heroes_and_Champions|Great]] level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or [[wrestler]], both of which can be handy for combatants.&lt;br /&gt;
&lt;br /&gt;
You can also, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62085</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62085"/>
		<updated>2010-01-31T20:25:15Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;Urist McScrewpumper cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship ([[bookkeeper]])====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
*Trains fairly quickly; with enough jobs, especially ones which need to be repeated anyway, you can get legendary inside two seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&amp;lt;s&amp;gt;Can cause problems with elves&amp;lt;/s&amp;gt;&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.  (OTOH, if done with more than a few dwarves at a time, a small squad of axew-wielding [[military|recruit]]s is not completely defenseless, and military can be stationed as support.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dorf Scouts===&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ([[social skills]])====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current version{{version|0.28.181.40d}} weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too! &lt;br /&gt;
&lt;br /&gt;
Take advantage of this by setting up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills, which in turn will produce quick attribute boosts.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*levels quickly: initial tests show 14-15 attribute gains per dwarf by the end of 7 months&lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
This is the counter-part to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in less a year, but produces no useful items, trade wealth, or professional skills.  The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*The gym also trains large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Army corps of engineers=&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanics]], and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.   Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labour]], so they will all carry [[axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war[[dog]]s to these outdoor-engineers is another good plan.  (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be &amp;quot;[[on break]]&amp;quot; at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;[[Engineer]]&amp;quot;, because that is an existing (and different) profession. Some suggestions for custom ranks are &amp;quot;Reserves,&amp;quot; &amp;quot;Multi&amp;quot;, &amp;quot;Corps Engineer&amp;quot;, &amp;quot;CE&amp;quot;, or some other profession or abbreviation that makes sense to you.&lt;br /&gt;
&lt;br /&gt;
===Training masons===&lt;br /&gt;
Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about [[noise]]).  A good place to start is anywhere you want to clear of (useless) stone, or any [[economic stone]] you want to turn into building [[block|material]] - that's what they'll be producing, and a lot of it.&lt;br /&gt;
&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:&lt;br /&gt;
:*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot; (or your choice). This lets different trainees swap workshops.&lt;br /&gt;
:*Or, enable each of the engineer corps' members individually.  Tedious, but only needs to be done once, and very effective.  This allows you more control over individual engineers over an extended period.&lt;br /&gt;
:* Or both.&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone [[block]]s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
====(Why are we building blocks, again?)====&lt;br /&gt;
A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&lt;br /&gt;
:* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&lt;br /&gt;
:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&lt;br /&gt;
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.&lt;br /&gt;
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&lt;br /&gt;
&lt;br /&gt;
If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See [[Experience]] for more info.)''&lt;br /&gt;
&lt;br /&gt;
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)&lt;br /&gt;
&lt;br /&gt;
=== Apprentice Mechanics ===&lt;br /&gt;
Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more ([[economic stone|non-economic]]!) stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
===Architect(s)===&lt;br /&gt;
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few [[construction]]s and workshops need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.&lt;br /&gt;
&lt;br /&gt;
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now &amp;quot;need masonry&amp;quot;), ''un''-designate them ({{k|q}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.  &lt;br /&gt;
&lt;br /&gt;
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
===Non-professionals===&lt;br /&gt;
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].&lt;br /&gt;
&lt;br /&gt;
===Role in your military===&lt;br /&gt;
&lt;br /&gt;
Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) [[sparring]] session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near [[Soldier#Heroes_and_Champions|Great]] level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or [[wrestler]], both of which can be handy for combatants.&lt;br /&gt;
&lt;br /&gt;
You can also, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62084</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=62084"/>
		<updated>2010-01-31T20:24:08Z</updated>

		<summary type="html">&lt;p&gt;Raneman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;Urist McScrewpumper cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship ([[bookkeeper]])====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
*Trains fairly quickly; with enough jobs, especially ones which need to be repeated anyway, you can get legendary inside two seasons.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*&amp;lt;s&amp;gt;Can cause problems with elves&amp;lt;/s&amp;gt;&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.  (OTOH, if done with more than a few dwarves at a time, a small squad of axew-wielding [[military|recruit]]s is not completely defenseless, and military can be stationed as support.)&lt;br /&gt;
&lt;br /&gt;
====Charm School ([[social skills]])====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current version{{version|0.28.181.40d}} weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too! &lt;br /&gt;
&lt;br /&gt;
Take advantage of this by setting up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills, which in turn will produce quick attribute boosts.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*levels quickly: initial tests show 14-15 attribute gains per dwarf by the end of 7 months&lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
This is the counter-part to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in less a year, but produces no useful items, trade wealth, or professional skills.  The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*The gym also trains large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
===Dorf Scouts===&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Army corps of engineers=&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanics]], and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.   Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labour]], so they will all carry [[axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war[[dog]]s to these outdoor-engineers is another good plan.  (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be &amp;quot;[[on break]]&amp;quot; at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;[[Engineer]]&amp;quot;, because that is an existing (and different) profession. Some suggestions for custom ranks are &amp;quot;Reserves,&amp;quot; &amp;quot;Multi&amp;quot;, &amp;quot;Corps Engineer&amp;quot;, &amp;quot;CE&amp;quot;, or some other profession or abbreviation that makes sense to you.&lt;br /&gt;
&lt;br /&gt;
===Training masons===&lt;br /&gt;
Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about [[noise]]).  A good place to start is anywhere you want to clear of (useless) stone, or any [[economic stone]] you want to turn into building [[block|material]] - that's what they'll be producing, and a lot of it.&lt;br /&gt;
&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:&lt;br /&gt;
:*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot; (or your choice). This lets different trainees swap workshops.&lt;br /&gt;
:*Or, enable each of the engineer corps' members individually.  Tedious, but only needs to be done once, and very effective.  This allows you more control over individual engineers over an extended period.&lt;br /&gt;
:* Or both.&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone [[block]]s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
====(Why are we building blocks, again?)====&lt;br /&gt;
A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&lt;br /&gt;
:* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&lt;br /&gt;
:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&lt;br /&gt;
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.&lt;br /&gt;
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&lt;br /&gt;
&lt;br /&gt;
If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See [[Experience]] for more info.)''&lt;br /&gt;
&lt;br /&gt;
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)&lt;br /&gt;
&lt;br /&gt;
=== Apprentice Mechanics ===&lt;br /&gt;
Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more ([[economic stone|non-economic]]!) stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
===Architect(s)===&lt;br /&gt;
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few [[construction]]s and workshops need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.&lt;br /&gt;
&lt;br /&gt;
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now &amp;quot;need masonry&amp;quot;), ''un''-designate them ({{k|q}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.  &lt;br /&gt;
&lt;br /&gt;
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
===Non-professionals===&lt;br /&gt;
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].&lt;br /&gt;
&lt;br /&gt;
===Role in your military===&lt;br /&gt;
&lt;br /&gt;
Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) [[sparring]] session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near [[Soldier#Heroes_and_Champions|Great]] level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or [[wrestler]], both of which can be handy for combatants.&lt;br /&gt;
&lt;br /&gt;
You can also, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=62082</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=62082"/>
		<updated>2010-01-31T20:05:35Z</updated>

		<summary type="html">&lt;p&gt;Raneman: Added Political Correctness to the Dwarf Therapist paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Stonesense (visualizer)|Stonesense]] by Jonask, Solifuge and Kaypy ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=39541.0 Visual Fortress] by Baboonanza ===&lt;br /&gt;
&lt;br /&gt;
This is Baboonanza's 3D visualisation application. It's focused on displaying mega-projects and landscapes accurately and hopefully beautifully. Basically like 3Dwarf, but more advanced.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf Visualizer] ===&lt;br /&gt;
&lt;br /&gt;
This is NOT real time! Dwarvis has the ability to be real time, though 3Dwarf is much more recommended. What this does is read the map out of your computer's memory when Dwarf Fortress is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3D. Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=34633.0 Khazad] ===&lt;br /&gt;
&lt;br /&gt;
A related fortress viewing engine utilizing memory extraction and saving similar to 3Dwarf, Khazad uses an Isometric perspective reminiscent of SimCity200 &amp;amp; Transport Tycoon while also allowing very free form camera control in a full 3D environment.  Khazad is compatible with 40d and 40d11 and entirely open source being licensed under the GPL, source and binary packages are available at [http://sourceforge.net/projects/khazad/ SourceForge].  Development is active and participation is welcome.&lt;br /&gt;
&lt;br /&gt;
=== [http://code.google.com/p/dwarvis/ Dwarvis/MapExtract] (Outdated) ===&lt;br /&gt;
&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.geocities.com/jifodus/CMVPlayer.zip CMVPlayer] === &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=389 DwarfHeightmap] ===&lt;br /&gt;
&lt;br /&gt;
A utility that imports 24bit greyscale bitmaps into world_gen.txt for use in DF's map generator.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Visualizer ===&lt;br /&gt;
&lt;br /&gt;
View worldmaps in 3D! This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer.  Nothing super fancy, but neat to look at.&lt;br /&gt;
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.&lt;br /&gt;
&lt;br /&gt;
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!&lt;br /&gt;
&lt;br /&gt;
==Major Utilities==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=39229.0 Dwarf Therapist] ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way.&lt;br /&gt;
&lt;br /&gt;
Supports the latest DF versions, including 40dXX OpenGL editions, and reported to work on native Linux builds.&lt;br /&gt;
&lt;br /&gt;
Can be thought of as a superset of Dwarf Manager (which in turn is a superset of Dwarf Foreman).&lt;br /&gt;
&lt;br /&gt;
=== [http://dwarfmanager.sourceforge.net/ Dwarf Manager] ===&lt;br /&gt;
&lt;br /&gt;
Dwarf Manager is inspired by Dwarf Foreman (below) and has a similar overall layout, but improved features. You can not only assign jobs to profession groups but also to individual dwarves; you can view their current skill for a given job displayed handily in the job grid; and you can also change their personal and profession names straight from the interface. The program handles social and military skills as well.&lt;br /&gt;
In addition the program can be customized and updated by editing the included .xml files.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist has a superset of Dwarf Manager's features.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.pavlovian.net/foreman/ Dwarf Foreman] ===&lt;br /&gt;
&lt;br /&gt;
Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.40d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] for previous versions of DF.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=032e4b67&lt;br /&gt;
critter_start=01583224&lt;br /&gt;
dwarfidpos=0138f690&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Dwarf Foreman-like utilities, with expanded feature sets, are also available. See Dwarf Therapist and Dwarf Manager above.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=695 Mac Foreman] ===&lt;br /&gt;
&lt;br /&gt;
This is a MacOSX 10.5 port of Dwarf Foreman.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress version: '''v0.28.181.40d'''&lt;br /&gt;
&lt;br /&gt;
=== [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] ===&lt;br /&gt;
&lt;br /&gt;
Created by [[User:Bartavelle|Bartavelle]], the Dwarf Companion is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory.&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=18623.0 Modbase] ===&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings. For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=40413.0 DF Raw Editor] ===&lt;br /&gt;
&lt;br /&gt;
DF Raw Editor is a brand new tool created to help edit the raw files.&lt;br /&gt;
It is available [http://www.bay12games.com/forum/index.php?topic=40413.0 here].&lt;br /&gt;
For version 0.40d&lt;br /&gt;
&lt;br /&gt;
== Minor Utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent.&lt;br /&gt;
&lt;br /&gt;
=== DF Log Parser ===&lt;br /&gt;
&lt;br /&gt;
A perl script written by Mephansteras that parses through the logs to show what civs owned what sites, what their overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.&lt;br /&gt;
&lt;br /&gt;
You will see:&lt;br /&gt;
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.&lt;br /&gt;
A summary of every civ, by race&lt;br /&gt;
A listing of every Ruin&lt;br /&gt;
A listing of the total populations of cave critters&lt;br /&gt;
A listing of the total populations of civilized creatures&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=278 DF World Generator] ===&lt;br /&gt;
&lt;br /&gt;
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=949.0 Dtil] ===&lt;br /&gt;
&lt;br /&gt;
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21351.0 Embark Anywhere] ===&lt;br /&gt;
&lt;br /&gt;
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go. Pure water areas are a suggested no as you can't do anything.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=443 Enable Magma Buildings] ===&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility before discovering any subsurface magma, or if you have reclaimed a fortress whose magma source has already been discovered.{{version|0.28.181.40d}} (If the hide utility is ever updated, you could also hide a few magma tiles and then dig them out.  That worked in the old version.) Because there is no actual flag that controls whether magma has been seen (the game searches a list, probably a list of notable events), I had to patch the game's code.  This means you need to run the utility every time you start dwarfort.exe and you want to build a new magma-using workshop.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent. It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://75.127.91.201/~jifodus/df/justdigitout.zip Just dig it out!] ===&lt;br /&gt;
&lt;br /&gt;
A utility by Jifodus. Disables warning messages about damp stone and hot stone. [http://www.bay12games.com/forum/index.php?topic=21892.0 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=21601.0 Nano Fortress] ===&lt;br /&gt;
&lt;br /&gt;
A utility that will allow embarks to 1x1 locations.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/teleport22.zip Teleport] ===&lt;br /&gt;
&lt;br /&gt;
Teleport dwarves and other creatures. Version 2.2 is independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Note:  This utility may not work on versions of DF 40d and later.  If it doesn't work for you, try Dwarf Companion.&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal.   Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
The Old version of Reveal.exe does not require you install anything (if you are using 0.28.181.40d and the updated memory.ini file), just unzip both files and run reveal.exe while DF is running.&lt;br /&gt;
&lt;br /&gt;
If using [http://www.bay12games.com/forum/index.php?topic=40349.0 the OpenGL accelerated version] of DF (40d16) under XP SP3, the newer version of Reveal is required as the older version can't find it. Reveal2.exe works correctly with this setup.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1165 UltraFinder] ===&lt;br /&gt;
&lt;br /&gt;
This AHK script generates worlds until it finds one with the desired features as defined in the init file.&lt;br /&gt;
&lt;br /&gt;
This is not an advanced application, it is simply meant to take the task of repeated genning out of your hands.&lt;br /&gt;
&lt;br /&gt;
The concept is that you set the parameters as you see fit, and leave it running while you go about your other business.&lt;br /&gt;
&lt;br /&gt;
READ ALL WARNINGS IN THE INIT FILE!&lt;br /&gt;
&lt;br /&gt;
The readme exists for a reason.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
These utilities were never designed with Dwarf Fortress in mind, but have been adapted to its use.&lt;br /&gt;
&lt;br /&gt;
=== [[User:Jackard/Accent_Removal|Accent Removal]] ===&lt;br /&gt;
&lt;br /&gt;
Certain tilesets leave a bunch of funky icons in the names of your dwarves! Replacing accented letters with normal ones in the raws fixes this problem.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts. See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ Winmerge] ===&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
== Outdated Utilities ==&lt;br /&gt;
&lt;br /&gt;
These programs are for previous versions of Dwarf Fortress, and have been left untouched for some time.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=108 DFWall] ===&lt;br /&gt;
&lt;br /&gt;
An utility for automation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 Thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] ===&lt;br /&gt;
&lt;br /&gt;
Latitudes is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/lavasquare.exe Lavasquare] ===&lt;br /&gt;
&lt;br /&gt;
Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements. Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12games.com/forum/index.php?topic=1447.0 StartProfile] ===&lt;br /&gt;
&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
&lt;br /&gt;
Check the thread on the forums for the latest download link. (Aug 01, 2008)&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
=== [http://angband.org/~erasmus/df/water.exe Water] ===&lt;br /&gt;
&lt;br /&gt;
Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally. Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status. Note: If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities| ]]&lt;/div&gt;</summary>
		<author><name>Raneman</name></author>
	</entry>
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