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	<updated>2026-05-09T03:10:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=299235</id>
		<title>Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_adaptation&amp;diff=299235"/>
		<updated>2024-04-24T06:13:41Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Cave adaptation mechanics */ 50.13 fix (see the Kitfox discord for full explanation)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Cave adaptation''' is a mechanic that causes [[Dwarf|dwarves]] who spend too much time underground with insufficient exposure to outdoor sunlight to grow sick when finally exposed to it. It is controlled by the {{token|CAVE_ADAPT}} [[creature token|token]].&lt;br /&gt;
&lt;br /&gt;
Exposure of cave-adapted dwarves to outdoor sunlight can cause two negative [[thought]]s: &amp;quot;irritated by the sun&amp;quot; and &amp;quot;nauseated by the sun&amp;quot;. The latter results from more severe cave adaptation and triggers profuse [[vomit]]ing, which can leave an otherwise capable soldier momentarily defenseless. Cave adaptation causes no problems if the affected dwarves simply remain [[Tile attributes|underground]].&lt;br /&gt;
&lt;br /&gt;
== Prevention and treatment==&lt;br /&gt;
First and foremost, be aware that cave adaptation requires much more effort to fully eradicate than it's worth. Most dwarves can spend their entire lives lurking in the dark with no negative consequences. Cave adaptation is only a major concern for your military dwarves, as they are the only ones who really need to be functioning at full capacity when outside. Menial labor dwarves sent out to build roads or structures can endure the unpleasant aspects of cave adaptation just fine, while dwarves you regularly send out to fish or gather plants will quickly lose their cave adaptation entirely. Also, note that only dwarves suffer from cave adaptation. If this process sounds like too much effort, you might just want to recruit a few non-dwarven [[mercenary|mercenaries]] for outdoor combat.&lt;br /&gt;
&lt;br /&gt;
Treatment of cave adaptation is accomplished by exposing your dwarves to outdoor sunlight for an extended period of time. Any tile with the {{DFtext|Outside|3:1}} trait will suffice, gradually reducing the cave adaptation of any dwarf standing there. This is difficult to cheat - even seemingly-transparent roofs made of [[grate]]s or [[glass]] still cause the tile to be treated as {{DFtext|Inside|6:0}}. What will work is building a retractable drawbridge over wherever you want to be outside, opening the drawbridge, channeling down/removing floors, and then closing the drawbridge, although this is probably a bug, as the drawbridge does not need to be made of glass. The progress of treating severe cave adaptation can be observed through a dwarf's '''Thoughts and Preferences''', as limited exposure to sunlight will first convert severe cave adaptation into mild cave adaptation.&lt;br /&gt;
&lt;br /&gt;
It takes a lot of sunlight to undo any serious amount of adaptation; a fully cave-adapted dwarf requires 9 weeks of continuous exposure to be fully cured. As such, you'll need to devise entertaining and well-decorated [[Activity zone#Meeting Area|meeting area]]s to lure your dwarves to the surface and keep them there. Make sure there are plenty of high-value decorations in place, or the negative thoughts associated with being in sunlight will cause your dwarves a lot of stress. Also, be aware that any such zone is ripe for attack by invaders; make sure there are soldiers nearby, surround the site with high walls, and consider building a retractable [[bridge]] above it so you can quickly block out the outside world as needed.&lt;br /&gt;
&lt;br /&gt;
For your military, a cheap and sloppy solution is to simply send them outdoors a lot. Attacking the local wildlife is a low-risk exercise that gives your soldiers valuable military training alongside their cave adaptation treatment. Unfortunately, this is not an automated process; letting your dwarves return to the darkness will gradually reestablish their adaptation, and micromanaging your dwarves that much quickly becomes annoying. If you can prevent the reestablishment of cave adaptation, however, the process is much more effective. An alternative strategy is to simply station your dwarves outside for part of the year, using the [[Scheduling]] screen.&lt;br /&gt;
&lt;br /&gt;
Cave adaptation can be ''prevented'' by keeping your dwarves out of {{DFtext|Dark|0:1}} tiles as much as possible. Every moment spent in the dark slightly increases your dwarves' cave adaptation, eradicating the benefits of your surface garden parties, but fortunately these tiles can be converted to harmless {{DFtext|Light|6:1}} tiles with nothing more expensive than time, effort, and a large supply of rock [[block]]s. Any tile that has had all its roofing removed becomes an {{DFtext|Outside|3:1}} {{DFtext|Light|6:1}} tile, the sort which is useful for treating cave adaptation. Building a roof over these tiles replaces the {{DFtext|Outside|3:1}} trait with {{DFtext|Inside|6:0}}, but leaves the {{DFtext|Light|6:1}} trait untouched. These sunlit indoor tiles neither cure nor cause cave adaptation, making them perfect for housing those dwarves who will be heading to the surface often. Once you have a sizable workforce and some well-trained miners, it shouldn't take too long to channel away the top few floors of your fortress and reconstruct them with blocks. Doing this for your entire fortress, however, is almost certainly more work than it's worth. If you have a dedicated squad of soldiers for surface threats and convert their training and living areas to {{DFtext|Light|6:1}} tiles, they should be safe from cave adaptation going forward, especially if you are regularly treating them to wildlife hunts and [[mission]]s abroad.&lt;br /&gt;
&lt;br /&gt;
=== Cave adaptation mechanics ===&lt;br /&gt;
* If a dwarf is in a {{DFtext|Dark|0:1}} tile, cave adaptation increases by 1 every [[Time|tick]] to a maximum of 800,000 (403,200 ticks is one year, so the maximum is just short of 2 years).&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile while the sun is out (i.e. not [[Weather|raining or snowing]]), there is a 1/1000 chance of the following happening every tick:&lt;br /&gt;
** If cave adaptation is between 403,200 and 604,800 (between 1 and 1.5 years), the dwarf will become dizzy and experience minor pain and fatigue. They will also receive the unhappy thought &amp;quot;was irritated by the sun recently&amp;quot;.&lt;br /&gt;
** If cave adaptation is at 604,800 or higher (1.5 years), the dwarf will experience [[Symptom#Nausea|nausea]], [[Symptom#Dizziness|dizziness]], [[Symptom#Pain|pain]], and fatigue. They will start vomiting profusely and will also receive the unhappy thought &amp;quot;was nauseated by the sun recently&amp;quot;, and their cave adaptation will be reduced to zero.&lt;br /&gt;
** Otherwise, nothing bad happens.&lt;br /&gt;
* If a dwarf is in an {{DFtext|Outside|3:1}} tile ''regardless'' of weather, cave adaptation then decreases by 10 every tick.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Babies might be born cave adapted.{{bug|8431}}{{verify|there's two saves on the issue report that could be checked}}&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
'''A [http://www.bay12forums.com/smf/index.php?topic=85908.msg2321608#msg2321608 scientific explanation] of cave adaptation by Deus Machina.'''&lt;br /&gt;
&lt;br /&gt;
Underground has low levels of light and very little air circulation.&lt;br /&gt;
&lt;br /&gt;
Dwarves develop low-light vision (plump helmets are ''packed'' with beta carotene!) and their facial follicles become sensitive to the motions that a breeze produces against their beards, which allows them to tell where tunnels turn.&lt;br /&gt;
&lt;br /&gt;
As they go deeper, their eyes become less relied upon, and they adapt further to rely on their whisker-based follication.&lt;br /&gt;
&lt;br /&gt;
These eventually become so sensitive that, should a dwarf venture outside, the wind is the equivalent of multicolored and varying strobe lights. This is as aggravating to a dwarf's follication as a Pink Floyd show seen while sober is to our sight, up to the point of causing nausea.&lt;br /&gt;
&lt;br /&gt;
While some have proposed beard shaving as a method of treating hyperfollication, these people are believed to be elf spies, and drafted to cavern exploring instead.&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Cave adaptation]]&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Easter_eggs&amp;diff=298519</id>
		<title>Easter eggs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Easter_eggs&amp;diff=298519"/>
		<updated>2024-03-13T20:23:32Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Trade agreements with Goblins and Kobolds */ not just goblins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
''This page is a list of hidden or unexpected aspects of the game, once known as HFS, or Hidden Fun Stuff. Though technically 'HFS' is used in the [[Main:dev logs|dev logs]] to refer to anything Toady doesn't want us to know about until we find it ourselves, players have appropriated the name to only refer to... well, [[HFS|we won't spoil it for you]].''&lt;br /&gt;
&lt;br /&gt;
=== Fluctuating Subtitle ===&lt;br /&gt;
When [[Main:Your first fortress|starting up the game]], on the title screen where the player first chooses what to do, the top reads:&lt;br /&gt;
 Slaves to Armok: God of Blood&lt;br /&gt;
 Chapter 2: Dwarf Fortress&lt;br /&gt;
 Histories of ...&lt;br /&gt;
'...' will be generated each time the game is opened. Some combinations include &amp;quot;Histories of Avarice and Resourcefulness&amp;quot; and &amp;quot;Histories of Jealousy and Tenacity.&amp;quot; Generally, the words will include a synonym each of &amp;quot;greed&amp;quot; and &amp;quot;stubbornness&amp;quot;, which as we all know fit the hairy little blighters like a [[Cave spider|cave spider silk]] [[Clothing#Articles|glove]].&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Daydreams ===&lt;br /&gt;
 &lt;br /&gt;
Some dwarves [[Preferences|like]] Toads for their ''beauty'', an obvious inside reference to [[Main:Toady One|Toady One]].&lt;br /&gt;
&lt;br /&gt;
=== So What If I'm Dead? ===&lt;br /&gt;
&lt;br /&gt;
Checking the [[weather]], temperature, odor, or [[Calendar|date]] in [[adventurer mode]] after dying will instead return a snarky message reminding you of your current medical state.&lt;br /&gt;
&lt;br /&gt;
=== Bey@nd Quality?! ===&lt;br /&gt;
&lt;br /&gt;
For about one frame, the word &amp;quot;Beyond&amp;quot; in the Bay 12 Games Beyond Quality intro turns into &amp;quot;Bey@nd&amp;quot;. Nobody knows why.&lt;br /&gt;
&lt;br /&gt;
=== Oink! ===&lt;br /&gt;
&lt;br /&gt;
In the Bay 12 Games Beyond Quality intro, a pig sound is played. When the program is saying &amp;quot;Quality&amp;quot;, grab the title bar and drag it around a bit. Release, and when the lines appear, you'll hear it on its own.  This sound is stored in &amp;lt;code&amp;gt;data/sound/bayend.ogg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
&lt;br /&gt;
If you press the ? key 4 times, you will be sent to a screen that appears to be the deepest part of the help menu, seeing as pressing ? from there will not do anything interesting.&lt;br /&gt;
&lt;br /&gt;
=== Intro Movie ===&lt;br /&gt;
Not quite an easter egg, but the sequence seen during the intro reflects the layout of a typical fortress from the old 2D versions, proceeding past the [[23a:cave river|cave river]] and [[23a:chasm|chasm]] and concluding with a miner breaching the [[23a:magma flow|magma river]] and causing a lethal flood. Nowadays, the ending scene of the intro serves as a teaser of a certain [[Hidden Fun Stuff|&amp;quot;circus&amp;quot;]], since the stone looks like [[Adamantine|&amp;quot;candy&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
=== Toads as the default creature ===&lt;br /&gt;
Toads are the first creature entry to be parsed in the [[raw file]]s, being the first creature listed in the first file (&amp;quot;creature_amphibians&amp;quot;). Hence, many incidences where the game attempts to pick a creature type and fails, will result in &amp;quot;toads&amp;quot; being picked as a default.&lt;br /&gt;
&lt;br /&gt;
When a creature is named (not for killing a dwarf), you get a message like: &amp;quot;The dwarves named a resident Cave Swallowman Urist McSwallowman&amp;quot;. If you are in adventure mode and all the dwarves/humans/elves/goblins are dead, you get the message: &amp;quot;The ''toads'' named a resident Cave Swallowman Urist McSwallowman&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Moss ===&lt;br /&gt;
[[File:Goblin agreements.png|thumb|right|Trading is a serious business.]]&lt;br /&gt;
A small egg, mostly because few have seen it. An old fort that's around 50 years old or so will grow [[moss]] on its stone block constructions. Not much is known about moss, except that it can only occur in certain [[biome]]s. {{verify}}&amp;lt;sup&amp;gt; for v0.34.11&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trade agreements with enemies ===&lt;br /&gt;
If you view a civilization you are at war with in the {{k|c}}ivilizations menu (provided that there is one) and navigate to the Trade agreements tab, it will say that you have an agreement with them that they provide you with Terror and you give them Vengeance in return. Similarly, viewing kobolds will reveal an &amp;quot;agreement&amp;quot; in which they import Petty Annoyance and you export Death.&lt;br /&gt;
&lt;br /&gt;
=== Cats as Legendary Climbers ===&lt;br /&gt;
All [[cat]]s are legendary [[climber]]s by default. That's impressive, given that cats can't gain even Novice in any other skill, and especially given how difficult it is to reach Legendary Climber as an adventurer.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that [[giant cave spider]]s and [[giant_lizard|many]] [[large_roach|other]] [[hungry_head|creatures]] also have the same default climbing skill.&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=297951</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=297951"/>
		<updated>2024-02-26T02:08:29Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Above-ground farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building {{Menu icon|b|o|f|p}} | Build-&amp;gt;Workshops-&amp;gt;Farming-&amp;gt;Farm Plot, then drag over the area you want to build the plot on). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Planter]] skill. Farm plots only display the kind of crops that they are able to grow when selected by clicking on the plot.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor {{Menu icon|b|n|f}} | Build-&amp;gt;Constructions-&amp;gt;Floor) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
At this time, v50 of the game is lacking many variants of crop and plant sprites, but will be added in a future update.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
=== Building a farm ===&lt;br /&gt;
[[File:farm_view.jpg|thumb|Enough to feed 1 dwarf for 2 days!]]&lt;br /&gt;
[[File:Champignonniere meules.jpg|thumb|Mushroom farming]]&lt;br /&gt;
&lt;br /&gt;
First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select W{{K|o}}rkshops, {{K|f}}arming, and then Farm {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, click the first desired corner, then the second, as you would build constructions like floors and walls. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Now a dwarf with the Planters work detail (default set to &amp;quot;everybody does this&amp;quot;, meaning any available dwarf will come) will come and prepare the plot for planting. &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Click on the farm - you will see a list of crops you can select to grow in the local biome and current season. Now click on the [[crop]] you wish to plant in that season. Instructing a plot to remain fallow during a particular season will tell dwarves not to plant in that plot during that season. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the same menu, you can press check the box next to &amp;quot;Not set to fertilize&amp;quot;, changing the text to &amp;quot;Set to fertilize&amp;quot;. Fertilized crops produce larger stacks of plants, which can be useful to grow your [[seed]] supply early on and your food supply later on. You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Labor menu ({{k|y}}), then click on the Kitchen tab, then click on Seeds.&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
'''Help, my farmers won't farm!''' &lt;br /&gt;
&lt;br /&gt;
*Verify that your Planter work detail is set to either &amp;quot;Everybody does this&amp;quot; or &amp;quot;Only selected do this&amp;quot;, and that in the latter case you have dwarves selected. If the selected dwarves are still not planting, try setting them to be specialised by clicking the green hammer / lock icon.&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square &lt;br /&gt;
|-&lt;br /&gt;
| 1 (1×1) || 1 || ''1.000''&lt;br /&gt;
|-&lt;br /&gt;
| 2 (1×2) || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 (1×3) || 1 || '''0.333'''&lt;br /&gt;
|-&lt;br /&gt;
| 4 (1×4, 2×2) || 2 || ''0.500''&lt;br /&gt;
|-&lt;br /&gt;
| 5 (1×5) || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 (1×6, 2×3) || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 (1×7) || 2 || '''0.286'''&lt;br /&gt;
|-&lt;br /&gt;
| 8 (1×8, 2×4) || 3 || ''0.375''&lt;br /&gt;
|-&lt;br /&gt;
| 9 (1×9, 3×3) || 3 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 10 (1×10, 2×5) || 3 || 0.300&lt;br /&gt;
|-&lt;br /&gt;
| 11 (1x11) || 3 || '''0.272'''&lt;br /&gt;
|-&lt;br /&gt;
| 12 (1x12, 2×6, 3×4) || 4 || ''0.333''&lt;br /&gt;
|-&lt;br /&gt;
| 15 (1x15, 3×5) || 4 || '''0.267'''&lt;br /&gt;
|-&lt;br /&gt;
| 16 (1x16, 2×8, 4×4) || 5 || ''0.312''&lt;br /&gt;
|-&lt;br /&gt;
| 18 (1x18, 2×9, 3×6) || 5 || '''0.278'''&lt;br /&gt;
|-&lt;br /&gt;
| 19 (1x19) || 5 || '''0.263'''&lt;br /&gt;
|-&lt;br /&gt;
| 20 (1x20, 2×10, 4×5) || 6 || ''0.300''&lt;br /&gt;
|-&lt;br /&gt;
| 21 (1x21, 3×7) || 6 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 23 (1x23) || 6 || '''0.261'''''&lt;br /&gt;
|-&lt;br /&gt;
| 24 (1x24, 3×8, 4×6) || 7 || ''0.292''&lt;br /&gt;
|-&lt;br /&gt;
| 27 (1x27, 3×9) || 7 || '''0.259'''&lt;br /&gt;
|-&lt;br /&gt;
| 30 (1x30) || 8 || '''0.266'''&lt;br /&gt;
|-&lt;br /&gt;
| 31 (''n/a'') || 8 || '''''0.257'''''&lt;br /&gt;
|-&lt;br /&gt;
| 35 (5×7) || 9 || '''0.257'''&lt;br /&gt;
|-&lt;br /&gt;
| 39 (3x13) || 10 || '''0.256'''&lt;br /&gt;
|-&lt;br /&gt;
| 42 (2x21, 3x14, 6×7) || 11 || '''0.262'''&lt;br /&gt;
|-&lt;br /&gt;
| 43 (''n/a'') || 11 || '''''0.262'''''&lt;br /&gt;
|-&lt;br /&gt;
| 45 (5×9) || 12 || 0.267&lt;br /&gt;
|-&lt;br /&gt;
| 46 (2x23) || 12 || '''0.261'''&lt;br /&gt;
|-&lt;br /&gt;
| 47 (''n/a'') || 12 || '''''0.255'''''&lt;br /&gt;
|-&lt;br /&gt;
| 49 (7×7) || 13 || 0.265&lt;br /&gt;
|-&lt;br /&gt;
| 50 (5×10) || 13 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 51 (3x17) || 13 || '''0.255'''&lt;br /&gt;
|-&lt;br /&gt;
| 55 (5x11) || 14 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 63 (3x21, 7×9) || 16 || '''0.254'''&lt;br /&gt;
|-&lt;br /&gt;
| 75 (3x25, 5x15) || 19 || '''0.253'''&lt;br /&gt;
|-&lt;br /&gt;
| 87 (3x29) || 22 || '''0.252'''&lt;br /&gt;
|-&lt;br /&gt;
| 90 (9×10) || 23 || 0.256&lt;br /&gt;
|-&lt;br /&gt;
| 91 (7x13) || 23 || '''0.252'''&lt;br /&gt;
|-&lt;br /&gt;
| 95 (5x19) || 24 || '''0.252'''&lt;br /&gt;
|-&lt;br /&gt;
| 99 (9x11) || 25 || '''0.252'''&lt;br /&gt;
|-&lt;br /&gt;
| 100 (10×10) || 26 || ''0.260''&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Fertilizing a farm plot boosts production by up to 4 additional plants per stack each harvest. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size - the most efficient (for a specific amount of potash) are in '''bold''', the least efficient are in '''italics''', and sizes that are most efficient but very difficult to create in-game (not rectangular numbers less than or equal to 30 per side) are both '''''bold &amp;amp; italicized'''''.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1×3, 1×7, 3×5, 3x9, 5×7, and 7×9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by checking the box next to &amp;quot;Not set to fertilize&amp;quot; while in the farm plot menu, or checking &amp;quot;Fertilize every season&amp;quot;. Only dwarves with the Planting work order will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
The outcome below is affected by non-cavern &amp;quot;poor soil&amp;quot; underground. You receive roughly 1/4th of the calculated yield. 1-2 plants per seed is typical even with high level planters and fertilizer.   &lt;br /&gt;
&lt;br /&gt;
There is always at least one plant harvested.  Each of the following conditions, if true, has a 50% chance to yield an additional plant:&lt;br /&gt;
* If the farm plot is at least 25% fertilized.&lt;br /&gt;
* If the farm plot is at least 50% fertilized.&lt;br /&gt;
* If the farm plot is at least 75% fertilized.&lt;br /&gt;
* If the farm plot is 100% fertilized.&lt;br /&gt;
* Randomly, with a (skill in 5) chance -- where the skill is the Farmer's skill level when the seed was planted.  Always for Proficient (5) skill or higher.&lt;br /&gt;
* Randomly, with a (skill in 10) chance.  Always for Accomplished or higher.&lt;br /&gt;
* Randomly, with a (skill in 15) chance.  Always for Legendary.&lt;br /&gt;
* Randomly, with a (skill in 20) chance.  Always for Legendary+5 or higher.&lt;br /&gt;
* Randomly, with a (skill in 75) chance.  For this last check, the skill level is capped at Legendary+10 (25).&lt;br /&gt;
A Legendary+10 farmer working in a completely fertilized plot will always satisfy the first eight conditions, with a 33.3% chance of making the last check.  Even then, each of these only has a 50% chance to increase yield, so the result can, in theory, be as low as 1!  But on average, such a farmer can expect 5.17 crops per seed planted.&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
To grow the six [[Crop#Dwarven_crops|&amp;quot;dwarven&amp;quot; plants]], you will need an [[Tile_attributes|underground]] farm plot.  The seeds and spawn available to your dwarves at [[embark]] will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.  Non-[[cavern]] soil is considered &amp;quot;poor&amp;quot; and will impose severe penalties on the crop yield; muddy stone is reportedly fine. [http://www.bay12forums.com/smf/index.php?topic=180689.msg8448153#msg8448153]&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a cavern, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain piles of mud that are perfect for quickly setting up farms. However, given the wide variety of [[Creature#Subterranean|creatures found in caverns]], you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
== Above-ground farming ==&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants ''native'' to a biome can actually be grown in a location: you cannot farm [[yam|yams]] in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[glacier]] and [[tundra]], but also all [[lake]], [[mountain]] and [[ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil; you can channel some above-ground land, remove the resulting ramps, then construct a floor, above where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, go to Labor ({{k|y}}), then click Standing Orders, then click Other, the click &amp;quot;Everybody Harvests&amp;quot;. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither, and eventually [[rot]] away. There is no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed, yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially-planted, if at all. &lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwiki5by53by3farm.png&lt;br /&gt;
|classic=File:Quickstart_layout_3.png&lt;br /&gt;
|width=100px&lt;br /&gt;
|caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[labor]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to green. Just make sure you check on the amount and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[labor]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[labor]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. Withering crops do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links. When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: set desired barrels to 0 in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Category|Farming Workshops}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
[[ru:Farming]][[zh:Farming]]&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lake&amp;diff=297631</id>
		<title>Lake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lake&amp;diff=297631"/>
		<updated>2024-02-18T01:35:07Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:30, 17 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Colchuck Lake.jpg|thumb|300px|right|Splish splosh.]]A '''lake''' is a [[biome]]. It is a large area covered with fairly deep [[water]]. Lakes can be filled with freshwater, saltwater or brackish water. Lakes have slopes leading into the water, making them ideal for learning how to swim in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
The settings you choose during [[World generation]] have a large impact on how many lakes will be formed. For example, a Large Island world will typically have many fewer lakes than a Large Region world.&lt;br /&gt;
&lt;br /&gt;
There are six types of lakes, divided by climate and the salinity of the water. They are listed in the following table:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#aaaaaa&amp;quot;|&lt;br /&gt;
! '''Freshwater''' !! '''Brackish water''' !! '''Saltwater'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#dddddd&amp;quot;| '''Temperate'''&lt;br /&gt;
| Temperate freshwater lake || Temperate brackish lake || Temperate saltwater lake&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#dddddd&amp;quot;| '''Tropical'''&lt;br /&gt;
| Tropical freshwater lake || Tropical brackish lake || Tropical saltwater lake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Graphic&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate lake !! colspan=&amp;quot;3&amp;quot;| Tropical lake&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|2:0}} [[Alligator snapping turtle]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:alligator_snapping_turtle_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Beaver]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:beaver_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:0}} [[Carp]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:carp_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|2:0}} [[Common snapping turtle]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:snapping_turtle_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|d|2:0}} [[Duck]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:ducks_sprite_anim.gif]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|7:1}} [[Goose]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:goose_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|7:0}} [[Hippo]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:hippo_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|6:0}} [[Longnose gar]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:longnose_gar_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|0:1}} [[Loon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:loon_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:1}} [[Milkfish]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:milkfish_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Mink]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:mink_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Osprey]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:osprey_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|2:0}} [[Pike (fish)|Pike]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:pike_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[River otter]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:river_otter_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|0:1}} [[Sea lamprey]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:sea_lamprey_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|4:1}} [[Sponge]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:sponge_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|ò|7:0}} [[Stingray]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:stingray_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Swan]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:swan_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|3:1}} [[Tigerfish]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:tigerfish_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In savage lakes:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Graphic&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate lake !! colspan=&amp;quot;3&amp;quot;| Tropical lake&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|5:0}} [[Axolotl man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:axolotl_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|6:0}} [[Beaver man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:beaver_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|A|5:0}} [[Giant axolotl]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_axolotl_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|6:0}} [[Giant beaver]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_beaver_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|F|2:1}} [[Giant green tree frog]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_green_tree_frog_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|7:0}} [[Giant hippo]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_hippo_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|0:1}} [[Giant leech]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_leech_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|L|0:1}} [[Giant loon]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_loon_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Giant mink]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_mink_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Giant osprey]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_osprey_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|6:0}} [[Giant otter]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_otter_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|2:0}} [[Giant snapping turtle]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_snapping_turtle_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|4:1}} [[Giant sponge]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_sponge_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Giant swan]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:giant_swan_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|2:1}} [[Green tree frog man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:green_tree_frog_man_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|H|7:0}} [[Hippo man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:hippo_man_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|0:1}} [[Leech man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:leech_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|l|0:1}} [[Loon man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:loon_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Mink man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:mink_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Osprey man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:osprey_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[Otter man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:otter_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|2:0}} [[Snapping turtle man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:snapping_turtle_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|4:1}} [[Sponge man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:sponge_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Swan man]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:swan_man_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Graphic&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate lake !! colspan=&amp;quot;3&amp;quot;| Tropical lake&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|5:0}} [[Axolotl]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:axolotl_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Banded knifefish]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:banded_knifefish_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Black bullhead]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:black_bullhead_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Brown bullhead]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:brown_bullhead_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|0:1}} [[Char]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:char_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:1}} [[Clown loach]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:clown_loach_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:1}} [[Green tree frog]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:green_tree_frog_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|1:1}} [[Guppy]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:guppy_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|~|0:1}} [[Leech]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:leech_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Lungfish]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:lungfish_sprite.png]]&lt;br /&gt;
|   ||   ||   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|7:1}} [[Mussel]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:mussel_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:1}} [[Perch]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:perch_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|2:1}} [[Rainbow trout]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:rainbow_trout_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|2:0}} [[Sailfin molly]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:sailfin_molly_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|6:0}} [[Yellow bullhead]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:yellow_bullhead_sprite.png]]&lt;br /&gt;
| {{check}} ||   ||   ||   ||   || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''In good lakes:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Name&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Graphic&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;| Temperate lake !! colspan=&amp;quot;3&amp;quot;| Tropical lake&lt;br /&gt;
|-&lt;br /&gt;
! Freshwater !! Brackish !! Saltwater !! Freshwater !! Brackish !! Saltwater&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fairy]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:fairy_sprite.png]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|·|3:1}} [[Pixie]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;|[[File:pixie_sprite_anim.gif]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ner&lt;br /&gt;
| elvish  = ÿonali&lt;br /&gt;
| goblin  = smespu&lt;br /&gt;
| human   = hode&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;br /&gt;
{{Category|Biomes}}&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=297554</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=297554"/>
		<updated>2024-02-12T01:57:04Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Concerning Orcs */ pronoun ce&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:civs.jpg|thumb|330px|right|A Chinese civilization from centuries ago.]]A '''civilization''' (also known as an '''entity''') is an organized society formed by a group of distinct, [[Learning|intelligent]] [[creature]]s. Civilizations are characterized by recognizable [[names and symbols]], [[Performer|art forms]], and [[language]]s, communities possessing common [[ethic]]s and [[Personality trait#Beliefs|value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships and [[diplomacy]] between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
[[World generation]] controls the number of civilizations in each world. All civilizations will initially be one of the five main [[race]]s, although over time, individuals of other races can join them. In [[dwarf fortress mode]], only [[dwarven]] civilizations are currently playable by default; to play as others requires [[modding]]. [[Adventurer mode|Adventurer]]s can be from dwarven, [[elven]], or [[human]] civilizations, or they can be human outsiders from no civilization.&lt;br /&gt;
&lt;br /&gt;
To start an (''unmodded'') game in fortress mode, there must be one or more dwarven civilizations; by default, the [[Advanced_world_generation#Playable_Civilization_Required|Playable Civilization Required]] option ensures this is true. You can select your civilization at the [[location|site selection]] screen, and each will have some different items available for you to [[embark]] with.&lt;br /&gt;
&lt;br /&gt;
Civilizations also determine what types of items a particular civilization can craft, that is why sometimes in a game, for example, your dwarven civilization might not know how to make a specific item, such as low boots.&lt;br /&gt;
&lt;br /&gt;
==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] [[File:Dwarf sprite.png|20px]] / {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s [[File:Human sprite.png|20px]] / {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the [[elf|elves]] [[File:Elf sprite.png|20px]] / {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. ''Especially'' trees. Harming plants (most importantly, trees) is considered an unspeakable crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s [[File:Goblin sprite.png|20px]] / {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
&lt;br /&gt;
===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s [[File:Kobold sprite.png|20px]] / {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs, populating the natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal people===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground, and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[File:amphibian_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
* [[File:ant_man_sprite.png|20px]] / {{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
* [[File:bat_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
* [[File:cave_fish_man_sprite.png|20px]] / {{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
* [[File:cave_swallow_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
* [[File:olm_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
* [[File:reptile_man_sprite.png|20px]] / {{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
* [[File:rodent_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
* [[File:serpent_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization, you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*The dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
If your dying civilization has no sites, but isn’t being treated as dead, it may be because remaining historical populations (often nobles/monarchs) remain behind at a ruined site, possibly because their status as nobles prevents their migration. If having trouble creating a dead civilization, going to some ruins in Dwarf or Adventure mode, then killing the site’s residents, may kill the civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
There exist 7 information screens in the [[Civilization and World Info]] screen: World, Missions, News and Rumors, People, Artifacts, Holdings and Tribute, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the [[Civilization and World Info]] menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
[[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the [[Civilization and World Info]] screen  (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery. ([[DF2014:Mission|Mission Page]])&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be accessed from the [[Civilization and World Info]] menu by pressing {{k|n}}.  Display items include:&lt;br /&gt;
* Armies and settlers on the move as moving dots (The dots start at one location and move to a destination)&lt;br /&gt;
* O - Towns that were conquered&lt;br /&gt;
* A - Red: Towns that were attacked &lt;br /&gt;
* A - Yellow: An artifact's last known location&lt;br /&gt;
* R - Refugees fleeing an army&lt;br /&gt;
* P - Political event&lt;br /&gt;
&lt;br /&gt;
===People and Artifacts===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the [[Civilization and World Info]] menu.  It lists the recoverable missing citizens, as well as prisoners in other [[site]]s that you may rescue yourself, and the Artifacts view can be accessed by pressing {{k|a}}, listing all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization and World Info]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|6:4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|6:4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|6:4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins. If you view your trade agreements with a civilization you are at war with the imports will be terror and the offerings will be vengeance. Do note that it is possible to be at war with your own civ, this is often caused by [[Mission|raids]].&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily ''close'' neighbors, they are merely civilizations that have been contacted by yours. Your civilization may have connections with another civilization that is found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
===Holdings and Tribute===&lt;br /&gt;
Pressing {{k|h}} will change the world tab to a map-like version. You can press {{k|l}} for the legend. Each civilization will have its own symbol surrounded by a certain color of tile. If those tiles are red, you are at war with that civilization. If the tiles are light green, you are at peace. If they are dark blue, it is your civilization. Your site will be surrounded in light blue and your occupied holdings will be surrounded by magenta. Your vassal holdings will be surrounded by a grayish-blue color, and your tributaries will be a {{Tile|T|0:7:0}} surrounded by gray, while occupied tributaries will be an {{Tile|O|0:5:0}} surrounded by purple. If you are economically linked to a settlement, the settlement will show up as an {{Tile|E|0:2:0}} surrounded by green.&lt;br /&gt;
[[File:HoldingsandTribute.png|thumb|right|A world on the Holdings and Tribute tab]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
===Concerning Orcs===&lt;br /&gt;
The orc is a civilization that has been widely popular in the past, but has never been worthy of being in dwarf fortress. However, if one would like an orc in their game, they must only overfeed a goblin.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Entity token]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Civilizations can be struggling, even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}} &lt;br /&gt;
* Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=297142</id>
		<title>System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=297142"/>
		<updated>2024-02-01T07:48:01Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]].  For installation instructions, see [[Installation]].''&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a very complex game, but in ways that differ from most other complex games.  This leads to the game having a somewhat unusual set of requirements.&lt;br /&gt;
&lt;br /&gt;
Note that while the [http://bay12games.com/dwarves/ front page] displays only the current Windows x86-64 build, there also exist previous versions [http://bay12games.com/dwarves/older_versions.html under the &amp;quot;All Versions&amp;quot; link].&lt;br /&gt;
&lt;br /&gt;
==Premium version official requirements==&lt;br /&gt;
From the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam page]&lt;br /&gt;
&lt;br /&gt;
* Requires a 64-bit processor and operating system&lt;br /&gt;
* OS: minimum Windows XP SP3 or later&lt;br /&gt;
* Processor: minimum Dual Core CPU - 2.4GHz+, recommended Dual Core CPU - 4GHz+&lt;br /&gt;
* Memory: 4 GB RAM&lt;br /&gt;
* Graphics: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT&lt;br /&gt;
* Storage: 500 MB available space&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
* '''64-bit Windows''' can run the Premium and Classic releases natively. 32-bit and ARM versions of Windows will not be able to run DF. If you are unsure if you are using 64-bit Windows, check using the instructions [https://support.microsoft.com/en-us/windows/32-bit-and-64-bit-windows-frequently-asked-questions-c6ca9541-8dce-4d48-0415-94a3faa2e13d here].&lt;br /&gt;
** Windows XP/7/8/8.1 are unsupported by Microsoft and may have issues -- be warned!&lt;br /&gt;
* '''Linux on x86-64''' (including '''SteamOS''') can run the Premium version of Dwarf Fortress on Steam through the Proton compatibility layer. As of v50.04, it is [https://www.protondb.com/app/975370 rated Platinum on ProtonDB].&lt;br /&gt;
* '''Linux on x86-64''' and '''MacOS on Intel''' may be able to run Dwarf Fortress via Wine, previous versions are [https://appdb.winehq.org/objectManager.php?sClass=application&amp;amp;iId=5608 rated Platinum on Wine's AppDB].&lt;br /&gt;
* '''MacOS on Apple Silicon''' ([https://support.apple.com/en-au/HT211814 listed here]) ''may'' be able to run Dwarf Fortress via Wine in Rosetta 2's x86-64 emulation. Add your experiences below under Reports if you try!&lt;br /&gt;
* '''Linux x86-64/ARM64''' and '''MacOS on Intel/Apple Silicon''' native builds, as of v50.04, are not yet published.&lt;br /&gt;
&lt;br /&gt;
==GPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is not particularly graphically intensive, even when using high-res [[tilesets]] and [[graphics set]]s. ''Dwarf Fortress'' also doesn't use technologies like [[wikipedia:OpenCL|OpenCL]] to make use of graphics cards anyway, so a top-of-the-line graphics card will generally not improve performance.&lt;br /&gt;
&lt;br /&gt;
==CPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' mostly operates on a single thread, so if you want to optimize for DF, you should probably optimize for single-core performance.  This is especially true if you want to do more laggy things, such as [[mist]] generators.  However, laggy circumstances are generally the exception, not the rule, and in those other circumstances, you generally don't need a ''particularly'' powerful CPU.&lt;br /&gt;
&lt;br /&gt;
=== Cache size ===&lt;br /&gt;
&lt;br /&gt;
As ''Dwarf Fortress''' bottlenecks are mostly due to [https://en.wikipedia.org/wiki/CPU_cache#Cache_miss cache misses], it has been [http://www.bay12forums.com/smf/index.php?topic=151121.msg6270374#msg6270374 speculated on the DF forums] that &amp;quot;a CPU with a positively giant L3/L4 cache (and I mean &amp;gt; 256 mb or GTFO)&amp;quot; would improve DF performance, as would using faster RAM with smaller [https://en.wikipedia.org/wiki/CAS_latency transfer times]—see the next section.&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
During [[Fortress mode|regular]] [[Adventurer mode|gameplay]], ''Dwarf Fortress'' usually doesn't consume too much memory -  512MB is probably a bit tight, but 1GB is absolutely sufficient, though if you're short on RAM, you may want to quit other running processes.  What's particularly important during regular gameplay is RAM ''latency''—since the game uses the RAM ''every single frame'', it's important that your RAM be fast, lest you experience FPS death.&lt;br /&gt;
&lt;br /&gt;
However, [[world generation]] is known to eat up a lot more RAM than normal gameplay, especially if you generate worlds that are particularly large or have long histories - multiple gigabytes may be consumed.  To be safe, you should shut down any background processes when generating a world, and if you're particularly tight on RAM, consider reducing the size or history of the worlds you generate—the game is rich enough with content that you'll still have plenty of things to do, and you can always tweak the other, less RAM-hungry [[advanced world generation]] parameters.  (RAM latency is less of a problem here, since you'll only need to do this once every so often.)&lt;br /&gt;
&lt;br /&gt;
== Experimental reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
&lt;br /&gt;
Configuration type: RAM-upgraded MacBook Pro (13-inch, Late 2011)&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: v50.12-beta8&lt;br /&gt;
:World size: Small&lt;br /&gt;
:Embark size: 4x4&lt;br /&gt;
:Age of fort: 8 years&lt;br /&gt;
:Number of dwarves: 193&lt;br /&gt;
:Average fps: 32 (18 graphical)&lt;br /&gt;
:Default/nondefault raws: default&lt;br /&gt;
:Tileset in use: Steam&lt;br /&gt;
:Amount of stone dug: ~3000&lt;br /&gt;
:Amount of water and state: inactive magma pump stack, no water&lt;br /&gt;
:Approximate amount of z-levels: 30&lt;br /&gt;
:RAM usage of game: 1622 MB&lt;br /&gt;
:Draw mode in init.txt: Auto&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Intel Core i7-2640M @ 2.8 GHz&lt;br /&gt;
:RAM: 16 GB DDR3 @ 1333 MHz&lt;br /&gt;
:GPU: Intel HD Graphics 3000&lt;br /&gt;
:OS: Windows 10 under Boot Camp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:System requirements]]&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=297141</id>
		<title>System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=297141"/>
		<updated>2024-02-01T07:47:33Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Reports */ add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]].  For installation instructions, see [[Installation]].''&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a very complex game, but in ways that differ from most other complex games.  This leads to the game having a somewhat unusual set of requirements.&lt;br /&gt;
&lt;br /&gt;
Note that while the [http://bay12games.com/dwarves/ front page] displays only the current Windows x86-64 build, there also exist previous versions [http://bay12games.com/dwarves/older_versions.html under the &amp;quot;All Versions&amp;quot; link].&lt;br /&gt;
&lt;br /&gt;
==Premium version official requirements==&lt;br /&gt;
From the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam page]&lt;br /&gt;
&lt;br /&gt;
* Requires a 64-bit processor and operating system&lt;br /&gt;
* OS: minimum Windows XP SP3 or later&lt;br /&gt;
* Processor: minimum Dual Core CPU - 2.4GHz+, recommended Dual Core CPU - 4GHz+&lt;br /&gt;
* Memory: 4 GB RAM&lt;br /&gt;
* Graphics: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT&lt;br /&gt;
* Storage: 500 MB available space&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
* '''64-bit Windows''' can run the Premium and Classic releases natively. 32-bit and ARM versions of Windows will not be able to run DF. If you are unsure if you are using 64-bit Windows, check using the instructions [https://support.microsoft.com/en-us/windows/32-bit-and-64-bit-windows-frequently-asked-questions-c6ca9541-8dce-4d48-0415-94a3faa2e13d here].&lt;br /&gt;
** Windows XP/7/8/8.1 are unsupported by Microsoft and may have issues -- be warned!&lt;br /&gt;
* '''Linux on x86-64''' (including '''SteamOS''') can run the Premium version of Dwarf Fortress on Steam through the Proton compatibility layer. As of v50.04, it is [https://www.protondb.com/app/975370 rated Platinum on ProtonDB].&lt;br /&gt;
* '''Linux on x86-64''' and '''MacOS on Intel''' may be able to run Dwarf Fortress via Wine, previous versions are [https://appdb.winehq.org/objectManager.php?sClass=application&amp;amp;iId=5608 rated Platinum on Wine's AppDB].&lt;br /&gt;
* '''MacOS on Apple Silicon''' ([https://support.apple.com/en-au/HT211814 listed here]) ''may'' be able to run Dwarf Fortress via Wine in Rosetta 2's x86-64 emulation. Add your experiences below under Reports if you try!&lt;br /&gt;
* '''Linux x86-64/ARM64''' and '''MacOS on Intel/Apple Silicon''' native builds, as of v50.04, are not yet published.&lt;br /&gt;
&lt;br /&gt;
==GPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is not particularly graphically intensive, even when using high-res [[tilesets]] and [[graphics set]]s. ''Dwarf Fortress'' also doesn't use technologies like [[wikipedia:OpenCL|OpenCL]] to make use of graphics cards anyway, so a top-of-the-line graphics card will generally not improve performance.&lt;br /&gt;
&lt;br /&gt;
==CPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' mostly operates on a single thread, so if you want to optimize for DF, you should probably optimize for single-core performance.  This is especially true if you want to do more laggy things, such as [[mist]] generators.  However, laggy circumstances are generally the exception, not the rule, and in those other circumstances, you generally don't need a ''particularly'' powerful CPU.&lt;br /&gt;
&lt;br /&gt;
=== Cache size ===&lt;br /&gt;
&lt;br /&gt;
As ''Dwarf Fortress''' bottlenecks are mostly due to [https://en.wikipedia.org/wiki/CPU_cache#Cache_miss cache misses], it has been [http://www.bay12forums.com/smf/index.php?topic=151121.msg6270374#msg6270374 speculated on the DF forums] that &amp;quot;a CPU with a positively giant L3/L4 cache (and I mean &amp;gt; 256 mb or GTFO)&amp;quot; would improve DF performance, as would using faster RAM with smaller [https://en.wikipedia.org/wiki/CAS_latency transfer times]—see the next section.&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
During [[Fortress mode|regular]] [[Adventurer mode|gameplay]], ''Dwarf Fortress'' usually doesn't consume too much memory -  512MB is probably a bit tight, but 1GB is absolutely sufficient, though if you're short on RAM, you may want to quit other running processes.  What's particularly important during regular gameplay is RAM ''latency''—since the game uses the RAM ''every single frame'', it's important that your RAM be fast, lest you experience FPS death.&lt;br /&gt;
&lt;br /&gt;
However, [[world generation]] is known to eat up a lot more RAM than normal gameplay, especially if you generate worlds that are particularly large or have long histories - multiple gigabytes may be consumed.  To be safe, you should shut down any background processes when generating a world, and if you're particularly tight on RAM, consider reducing the size or history of the worlds you generate—the game is rich enough with content that you'll still have plenty of things to do, and you can always tweak the other, less RAM-hungry [[advanced world generation]] parameters.  (RAM latency is less of a problem here, since you'll only need to do this once every so often.)&lt;br /&gt;
&lt;br /&gt;
== Experimental reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
&lt;br /&gt;
Configuration type: Late 2011 MacBook Pro (13-inch)&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: v50.12-beta8&lt;br /&gt;
:World size: Small&lt;br /&gt;
:Embark size: 4x4&lt;br /&gt;
:Age of fort: 8 years&lt;br /&gt;
:Number of dwarves: 193&lt;br /&gt;
:Average fps: 32 (18 graphical)&lt;br /&gt;
:Default/nondefault raws: default&lt;br /&gt;
:Tileset in use: Steam&lt;br /&gt;
:Amount of stone dug: ~3000&lt;br /&gt;
:Amount of water and state: inactive magma pump stack, no water&lt;br /&gt;
:Approximate amount of z-levels: 30&lt;br /&gt;
:RAM usage of game: 1622 MB&lt;br /&gt;
:Draw mode in init.txt: Auto&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Intel Core i7-2640M @ 2.8 GHz&lt;br /&gt;
:RAM: 16 GB DDR3 @ 1333 MHz&lt;br /&gt;
:GPU: Intel HD Graphics 3000&lt;br /&gt;
:OS: Windows 10 under Boot Camp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:System requirements]]&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=297140</id>
		<title>System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=297140"/>
		<updated>2024-02-01T07:44:52Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Reports */ whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]].  For installation instructions, see [[Installation]].''&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a very complex game, but in ways that differ from most other complex games.  This leads to the game having a somewhat unusual set of requirements.&lt;br /&gt;
&lt;br /&gt;
Note that while the [http://bay12games.com/dwarves/ front page] displays only the current Windows x86-64 build, there also exist previous versions [http://bay12games.com/dwarves/older_versions.html under the &amp;quot;All Versions&amp;quot; link].&lt;br /&gt;
&lt;br /&gt;
==Premium version official requirements==&lt;br /&gt;
From the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam page]&lt;br /&gt;
&lt;br /&gt;
* Requires a 64-bit processor and operating system&lt;br /&gt;
* OS: minimum Windows XP SP3 or later&lt;br /&gt;
* Processor: minimum Dual Core CPU - 2.4GHz+, recommended Dual Core CPU - 4GHz+&lt;br /&gt;
* Memory: 4 GB RAM&lt;br /&gt;
* Graphics: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT&lt;br /&gt;
* Storage: 500 MB available space&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
* '''64-bit Windows''' can run the Premium and Classic releases natively. 32-bit and ARM versions of Windows will not be able to run DF. If you are unsure if you are using 64-bit Windows, check using the instructions [https://support.microsoft.com/en-us/windows/32-bit-and-64-bit-windows-frequently-asked-questions-c6ca9541-8dce-4d48-0415-94a3faa2e13d here].&lt;br /&gt;
** Windows XP/7/8/8.1 are unsupported by Microsoft and may have issues -- be warned!&lt;br /&gt;
* '''Linux on x86-64''' (including '''SteamOS''') can run the Premium version of Dwarf Fortress on Steam through the Proton compatibility layer. As of v50.04, it is [https://www.protondb.com/app/975370 rated Platinum on ProtonDB].&lt;br /&gt;
* '''Linux on x86-64''' and '''MacOS on Intel''' may be able to run Dwarf Fortress via Wine, previous versions are [https://appdb.winehq.org/objectManager.php?sClass=application&amp;amp;iId=5608 rated Platinum on Wine's AppDB].&lt;br /&gt;
* '''MacOS on Apple Silicon''' ([https://support.apple.com/en-au/HT211814 listed here]) ''may'' be able to run Dwarf Fortress via Wine in Rosetta 2's x86-64 emulation. Add your experiences below under Reports if you try!&lt;br /&gt;
* '''Linux x86-64/ARM64''' and '''MacOS on Intel/Apple Silicon''' native builds, as of v50.04, are not yet published.&lt;br /&gt;
&lt;br /&gt;
==GPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is not particularly graphically intensive, even when using high-res [[tilesets]] and [[graphics set]]s. ''Dwarf Fortress'' also doesn't use technologies like [[wikipedia:OpenCL|OpenCL]] to make use of graphics cards anyway, so a top-of-the-line graphics card will generally not improve performance.&lt;br /&gt;
&lt;br /&gt;
==CPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' mostly operates on a single thread, so if you want to optimize for DF, you should probably optimize for single-core performance.  This is especially true if you want to do more laggy things, such as [[mist]] generators.  However, laggy circumstances are generally the exception, not the rule, and in those other circumstances, you generally don't need a ''particularly'' powerful CPU.&lt;br /&gt;
&lt;br /&gt;
=== Cache size ===&lt;br /&gt;
&lt;br /&gt;
As ''Dwarf Fortress''' bottlenecks are mostly due to [https://en.wikipedia.org/wiki/CPU_cache#Cache_miss cache misses], it has been [http://www.bay12forums.com/smf/index.php?topic=151121.msg6270374#msg6270374 speculated on the DF forums] that &amp;quot;a CPU with a positively giant L3/L4 cache (and I mean &amp;gt; 256 mb or GTFO)&amp;quot; would improve DF performance, as would using faster RAM with smaller [https://en.wikipedia.org/wiki/CAS_latency transfer times]—see the next section.&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
During [[Fortress mode|regular]] [[Adventurer mode|gameplay]], ''Dwarf Fortress'' usually doesn't consume too much memory -  512MB is probably a bit tight, but 1GB is absolutely sufficient, though if you're short on RAM, you may want to quit other running processes.  What's particularly important during regular gameplay is RAM ''latency''—since the game uses the RAM ''every single frame'', it's important that your RAM be fast, lest you experience FPS death.&lt;br /&gt;
&lt;br /&gt;
However, [[world generation]] is known to eat up a lot more RAM than normal gameplay, especially if you generate worlds that are particularly large or have long histories - multiple gigabytes may be consumed.  To be safe, you should shut down any background processes when generating a world, and if you're particularly tight on RAM, consider reducing the size or history of the worlds you generate—the game is rich enough with content that you'll still have plenty of things to do, and you can always tweak the other, less RAM-hungry [[advanced world generation]] parameters.  (RAM latency is less of a problem here, since you'll only need to do this once every so often.)&lt;br /&gt;
&lt;br /&gt;
== Experimental reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
&lt;br /&gt;
Configuration type:&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: v50.12-beta8&lt;br /&gt;
:World size: Small&lt;br /&gt;
:Embark size: 4x4&lt;br /&gt;
:Age of fort: 8 years&lt;br /&gt;
:Number of dwarves: 193&lt;br /&gt;
:Average fps: 32 (18 graphical)&lt;br /&gt;
:Default/nondefault raws: default&lt;br /&gt;
:Tileset in use: Steam&lt;br /&gt;
:Amount of stone dug: ~3000&lt;br /&gt;
:Amount of water and state: inactive magma pump stack, no water&lt;br /&gt;
:Approximate amount of z-levels: 30&lt;br /&gt;
:RAM usage of game: 1622 MB&lt;br /&gt;
:Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Intel Core i7-2640M @ 2.8 GHz&lt;br /&gt;
:MBO: Late 2011 MacBook Pro (13-inch)&lt;br /&gt;
:RAM: 16 GB DDR3 @ 1333 MHz&lt;br /&gt;
:GPU: Intel HD Graphics 3000&lt;br /&gt;
:OS: Windows 10 under Boot Camp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:System requirements]]&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=297139</id>
		<title>System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=System_requirements&amp;diff=297139"/>
		<updated>2024-02-01T07:44:43Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* Reports */ first report for v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see [[Maximizing framerate|Maximizing Framerate]].  For installation instructions, see [[Installation]].''&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a very complex game, but in ways that differ from most other complex games.  This leads to the game having a somewhat unusual set of requirements.&lt;br /&gt;
&lt;br /&gt;
Note that while the [http://bay12games.com/dwarves/ front page] displays only the current Windows x86-64 build, there also exist previous versions [http://bay12games.com/dwarves/older_versions.html under the &amp;quot;All Versions&amp;quot; link].&lt;br /&gt;
&lt;br /&gt;
==Premium version official requirements==&lt;br /&gt;
From the [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam page]&lt;br /&gt;
&lt;br /&gt;
* Requires a 64-bit processor and operating system&lt;br /&gt;
* OS: minimum Windows XP SP3 or later&lt;br /&gt;
* Processor: minimum Dual Core CPU - 2.4GHz+, recommended Dual Core CPU - 4GHz+&lt;br /&gt;
* Memory: 4 GB RAM&lt;br /&gt;
* Graphics: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT&lt;br /&gt;
* Storage: 500 MB available space&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
* '''64-bit Windows''' can run the Premium and Classic releases natively. 32-bit and ARM versions of Windows will not be able to run DF. If you are unsure if you are using 64-bit Windows, check using the instructions [https://support.microsoft.com/en-us/windows/32-bit-and-64-bit-windows-frequently-asked-questions-c6ca9541-8dce-4d48-0415-94a3faa2e13d here].&lt;br /&gt;
** Windows XP/7/8/8.1 are unsupported by Microsoft and may have issues -- be warned!&lt;br /&gt;
* '''Linux on x86-64''' (including '''SteamOS''') can run the Premium version of Dwarf Fortress on Steam through the Proton compatibility layer. As of v50.04, it is [https://www.protondb.com/app/975370 rated Platinum on ProtonDB].&lt;br /&gt;
* '''Linux on x86-64''' and '''MacOS on Intel''' may be able to run Dwarf Fortress via Wine, previous versions are [https://appdb.winehq.org/objectManager.php?sClass=application&amp;amp;iId=5608 rated Platinum on Wine's AppDB].&lt;br /&gt;
* '''MacOS on Apple Silicon''' ([https://support.apple.com/en-au/HT211814 listed here]) ''may'' be able to run Dwarf Fortress via Wine in Rosetta 2's x86-64 emulation. Add your experiences below under Reports if you try!&lt;br /&gt;
* '''Linux x86-64/ARM64''' and '''MacOS on Intel/Apple Silicon''' native builds, as of v50.04, are not yet published.&lt;br /&gt;
&lt;br /&gt;
==GPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is not particularly graphically intensive, even when using high-res [[tilesets]] and [[graphics set]]s. ''Dwarf Fortress'' also doesn't use technologies like [[wikipedia:OpenCL|OpenCL]] to make use of graphics cards anyway, so a top-of-the-line graphics card will generally not improve performance.&lt;br /&gt;
&lt;br /&gt;
==CPU==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' mostly operates on a single thread, so if you want to optimize for DF, you should probably optimize for single-core performance.  This is especially true if you want to do more laggy things, such as [[mist]] generators.  However, laggy circumstances are generally the exception, not the rule, and in those other circumstances, you generally don't need a ''particularly'' powerful CPU.&lt;br /&gt;
&lt;br /&gt;
=== Cache size ===&lt;br /&gt;
&lt;br /&gt;
As ''Dwarf Fortress''' bottlenecks are mostly due to [https://en.wikipedia.org/wiki/CPU_cache#Cache_miss cache misses], it has been [http://www.bay12forums.com/smf/index.php?topic=151121.msg6270374#msg6270374 speculated on the DF forums] that &amp;quot;a CPU with a positively giant L3/L4 cache (and I mean &amp;gt; 256 mb or GTFO)&amp;quot; would improve DF performance, as would using faster RAM with smaller [https://en.wikipedia.org/wiki/CAS_latency transfer times]—see the next section.&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
During [[Fortress mode|regular]] [[Adventurer mode|gameplay]], ''Dwarf Fortress'' usually doesn't consume too much memory -  512MB is probably a bit tight, but 1GB is absolutely sufficient, though if you're short on RAM, you may want to quit other running processes.  What's particularly important during regular gameplay is RAM ''latency''—since the game uses the RAM ''every single frame'', it's important that your RAM be fast, lest you experience FPS death.&lt;br /&gt;
&lt;br /&gt;
However, [[world generation]] is known to eat up a lot more RAM than normal gameplay, especially if you generate worlds that are particularly large or have long histories - multiple gigabytes may be consumed.  To be safe, you should shut down any background processes when generating a world, and if you're particularly tight on RAM, consider reducing the size or history of the worlds you generate—the game is rich enough with content that you'll still have plenty of things to do, and you can always tweak the other, less RAM-hungry [[advanced world generation]] parameters.  (RAM latency is less of a problem here, since you'll only need to do this once every so often.)&lt;br /&gt;
&lt;br /&gt;
== Experimental reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[System_requirements/Report_Template|the report template]] page before contributing any reports.&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Configuration type:&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: v50.12-beta8&lt;br /&gt;
:World size: Small&lt;br /&gt;
:Embark size: 4x4&lt;br /&gt;
:Age of fort: 8 years&lt;br /&gt;
:Number of dwarves: 193&lt;br /&gt;
:Average fps: 32 (18 graphical)&lt;br /&gt;
:Default/nondefault raws: default&lt;br /&gt;
:Tileset in use: Steam&lt;br /&gt;
:Amount of stone dug: ~3000&lt;br /&gt;
:Amount of water and state: inactive magma pump stack, no water&lt;br /&gt;
:Approximate amount of z-levels: 30&lt;br /&gt;
:RAM usage of game: 1622 MB&lt;br /&gt;
:Draw mode in init.txt:&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: Intel Core i7-2640M @ 2.8 GHz&lt;br /&gt;
:MBO: Late 2011 MacBook Pro (13-inch)&lt;br /&gt;
:RAM: 16 GB DDR3 @ 1333 MHz&lt;br /&gt;
:GPU: Intel HD Graphics 3000&lt;br /&gt;
:OS: Windows 10 under Boot Camp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = idith inem | elvish = eritha enotho | goblin = obsår eted | human = histek tikes}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:System requirements]]&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Version_number&amp;diff=281487</id>
		<title>Version number</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Version_number&amp;diff=281487"/>
		<updated>2023-01-02T00:36:10Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: fix version numbering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Version numbers''' (also known as &amp;quot;software versioning&amp;quot;) - by definition - are numbers designated to any kind of software, including video games. Version numbers increase as more features, fixes and changes are added over time. The number that increases is heavily dependent on how much changes are made. For example, a complete redo of a type of software can bring a version from 1.0 to 2.0. A major improvement of software could bring version 1.0 to 1.1. A minor change could bring version 1.0 to 1.0.1, and so on. Different developers have their own way of incorporating version numbers, but the general concept is always the same between them.&lt;br /&gt;
&lt;br /&gt;
When software is in the early stages of development, such as alpha or beta, it will likely have version numbers starting with zero, such as 0.3 or 0.23.5. This is currently the case with ''[[Main:Dwarf Fortress|Dwarf Fortress]]''.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady|Tarn Adams]] assigns a version number for every ''Dwarf Fortress'' release. Version numbers contain two number sections defining the release information, but don't let this deceive you:  the system is more complicated than simple [https://semver.org/ semantic versioning]. Releases from 2009 and earlier contained ''four'' numbers and a letter - see the [[40d:Version number|older versions of this page]] for more information.&lt;br /&gt;
&lt;br /&gt;
# The first number is how many hundreds of core components have been completed.&lt;br /&gt;
# The second number is the total number of [http://www.bay12games.com/dwarves/dev.html core] components completed.&lt;br /&gt;
# The third number is increased by one for each &amp;quot;minor&amp;quot; release (one that does not advance the core components completed, usually a bug-fix release) of a version.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{#vardefine:minor-version|{{#strsplit:{{current/version/ns}}|.|1}}}}{{#vardefine:patch-version|{{#strsplit:{{current/version/ns}}|.|2}}}}&lt;br /&gt;
v{{current/version/ns}}, the {{ordinal|{{#var:patch-version}}}} minor release of the version of ''Dwarf Fortress'' with {{#var:minor-version}} core components complete.&lt;br /&gt;
{| style='width: 25em; margin: 1em auto; border-spacing: 0; text-align: center'&lt;br /&gt;
|-&lt;br /&gt;
| colspan='3' |&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #999; background: #eeeeee' | 0&lt;br /&gt;
| colspan='1' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #9df; background: #eef5ff' | {{#var:minor-version}}&lt;br /&gt;
| colspan='1' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #db8; background: #fff5ee' | {{#var:patch-version}}&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
|-&lt;br /&gt;
| style='height: 1em' |&lt;br /&gt;
| colspan='2' style='border-bottom: 1px solid #999' |&lt;br /&gt;
| style='border-right: 1px solid #999; border-bottom: 1px solid #999' |&lt;br /&gt;
| style='border-left: 1px solid #999' |&lt;br /&gt;
| |&lt;br /&gt;
| style='border-right: 1px solid #9df' |&lt;br /&gt;
| style='border-left: 1px solid #9df' |&lt;br /&gt;
| |&lt;br /&gt;
| style='border-right: 1px solid #db8' |&lt;br /&gt;
| style='border-left: 1px solid #db8; border-bottom: 1px solid #db8' |&lt;br /&gt;
| colspan='2' style='border-bottom: 1px solid #db8' |&lt;br /&gt;
| style='height: 1em' |&lt;br /&gt;
|-&lt;br /&gt;
| style='border-right: 1px solid #999; height: 1em' |&lt;br /&gt;
| style='border-left: 1px solid #999; border-top: 1px solid #999' |&lt;br /&gt;
| colspan='2' style='border-top: 1px solid #999' |&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
| style='border-right: 1px solid #9df; height: 1em' |&lt;br /&gt;
| style='border-left: 1px solid #9df' |&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
| colspan='2' style='border-top: 1px solid #db8' |&lt;br /&gt;
| style='border-right: 1px solid #db8; border-top: 1px solid #db8' |&lt;br /&gt;
| style='border-left: 1px solid #db8; height: 1em' |&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0.25em; border: 2px solid #999; background: #eeeeee' | Fewer than 100 '''core''' components complete&lt;br /&gt;
| width='2em' |&amp;lt;div style='width: 1.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='8' style='padding: 0.25em; border: 2px solid #9df; background: #eef5ff' | {{#var:minor-version}} '''core''' components completed&lt;br /&gt;
| width='2em' |&amp;lt;div style='width: 1.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='2' style='padding: 0.25em; border: 2px solid #db8; background: #fff5ee' | {{ordinal|{{#var:patch-version}}}} '''minor''' release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= The core components list =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! #&lt;br /&gt;
! Name of Core&lt;br /&gt;
! Status&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Core1&lt;br /&gt;
|WRESTLING&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Introduce close combat with various manuevers.&lt;br /&gt;
|-&lt;br /&gt;
|Core2&lt;br /&gt;
|ADVENTURER EATING AND DRINKING&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Start the adventurer with food and allow them to eat and drink.&lt;br /&gt;
|-&lt;br /&gt;
|Core3&lt;br /&gt;
|CARAVANS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous. Requires Core38.&lt;br /&gt;
|-&lt;br /&gt;
|Core4&lt;br /&gt;
|GROUND INTERACTIONS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Introduce adventurer interacting with the environment.&lt;br /&gt;
|-&lt;br /&gt;
|Core5&lt;br /&gt;
|ADVENTURER TRAVEL&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Allow the adventurer and companions to travel between sites on the world map.&lt;br /&gt;
|-&lt;br /&gt;
|Core6&lt;br /&gt;
|BASIC ADVENTURER ENVIRONMENTAL EFFECTS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.&lt;br /&gt;
|-&lt;br /&gt;
|Core7&lt;br /&gt;
|CONVERSATIONS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Add the ability to talk to other creatures in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core8&lt;br /&gt;
|ADVENTURER SHOPS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Basic buying and selling of objects in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core9&lt;br /&gt;
|TOWNS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.&lt;br /&gt;
|-&lt;br /&gt;
|Core10&lt;br /&gt;
|OO CODE UPDATE&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Update all of the major code objects to C++.&lt;br /&gt;
|-&lt;br /&gt;
|Core11&lt;br /&gt;
|ENEMY PETS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.&lt;br /&gt;
|-&lt;br /&gt;
|Core12&lt;br /&gt;
|END GAME&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Handled dwarf mode end game.&lt;br /&gt;
|-&lt;br /&gt;
|Core13&lt;br /&gt;
|BEAST ATTACKS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Have the larger beasts that live in the caves attack your fortress during dwarf mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core14&lt;br /&gt;
|FIRE&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same &amp;quot;contaminant&amp;quot; system that currently handles poison injections.&lt;br /&gt;
|-&lt;br /&gt;
|Core15&lt;br /&gt;
|PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could be afforded the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Core16&lt;br /&gt;
|END GAME 2&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Additional dwarf mode end game.&lt;br /&gt;
|-&lt;br /&gt;
|Core17&lt;br /&gt;
|LEGENDS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Introduce the legends screen, historical events and historical figures.&lt;br /&gt;
|-&lt;br /&gt;
|Core18&lt;br /&gt;
|INTERFACE KEYS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Put the interface keys in editable files.&lt;br /&gt;
|-&lt;br /&gt;
|Core19&lt;br /&gt;
|TUTORIALS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.&lt;br /&gt;
|-&lt;br /&gt;
|Core20&lt;br /&gt;
|TITLE MOVIES&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Do the intro movies with sound.&lt;br /&gt;
|-&lt;br /&gt;
|Core21&lt;br /&gt;
|SOUND&lt;br /&gt;
|(Future)&lt;br /&gt;
|Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.&lt;br /&gt;
|-&lt;br /&gt;
|Core22&lt;br /&gt;
|ADVISORS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.&lt;br /&gt;
|-&lt;br /&gt;
|Core23&lt;br /&gt;
|THE MANUAL&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Do all of the sections of a basic manual to be viewed in-game.&lt;br /&gt;
|-&lt;br /&gt;
|Core24&lt;br /&gt;
|ADVENTURER PARTIES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option. Related to Core61.&lt;br /&gt;
|-&lt;br /&gt;
|Core25&lt;br /&gt;
|PLOT CLEANUP&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.&lt;br /&gt;
|-&lt;br /&gt;
|Core26&lt;br /&gt;
|OVERLAND ARMIES ATTACKS&lt;br /&gt;
|(Future)&lt;br /&gt;
|The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default). Requires Core25 and Core45.&lt;br /&gt;
|-&lt;br /&gt;
|Core27&lt;br /&gt;
|ARMIES OF DWARVES&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions. Requires Core26.&lt;br /&gt;
|-&lt;br /&gt;
|Core28&lt;br /&gt;
|CONTROL OF TERRITORY AND EXTERNAL LOCATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item. Related to Core29 and Bloat172.&lt;br /&gt;
|-&lt;br /&gt;
|Core29&lt;br /&gt;
|EXTERNAL CONSTRUCTIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change). Requires Core28.&lt;br /&gt;
|-&lt;br /&gt;
|Core30&lt;br /&gt;
|KINGDOM&lt;br /&gt;
|(Future)&lt;br /&gt;
|If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions. Requires Core28.&lt;br /&gt;
|-&lt;br /&gt;
|Core31&lt;br /&gt;
|MAPS FOR SITES&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Caves and goblin fortress maps.&lt;br /&gt;
|-&lt;br /&gt;
|Core32&lt;br /&gt;
|STARTING QUESTS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Set up asking about surroundings, basic quests and town defense.&lt;br /&gt;
|-&lt;br /&gt;
|Core33&lt;br /&gt;
|SERVING YOUR MONARCH&lt;br /&gt;
|(Future)&lt;br /&gt;
|Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.&lt;br /&gt;
|-&lt;br /&gt;
|Core34&lt;br /&gt;
|ABANDONMENT&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Preserved dwarves when you abandon a game in an 'army' for later use.&lt;br /&gt;
|-&lt;br /&gt;
|Core35&lt;br /&gt;
|DWARF RAIDS&lt;br /&gt;
|(Future)&lt;br /&gt;
|If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode. Requires Core27.&lt;br /&gt;
|-&lt;br /&gt;
|Core36&lt;br /&gt;
|BURROWS&lt;br /&gt;
|('''Completed'''&lt;br /&gt;
|You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.&lt;br /&gt;
|-&lt;br /&gt;
|Core37&lt;br /&gt;
|RETIREMENT&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Add the ability to retire (or rest) your adventurer in any town.&lt;br /&gt;
|-&lt;br /&gt;
|Core38&lt;br /&gt;
|SITE RESOURCES&lt;br /&gt;
|(Future)&lt;br /&gt;
|The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.&lt;br /&gt;
|-&lt;br /&gt;
|Core39&lt;br /&gt;
|END GAME 3&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Additional handling of dwarf mode end game.&lt;br /&gt;
|-&lt;br /&gt;
|Core40&lt;br /&gt;
|MONSTERS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.&lt;br /&gt;
|-&lt;br /&gt;
|Core41&lt;br /&gt;
|TOWN, HOME AND SCHEDULES&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.&lt;br /&gt;
|-&lt;br /&gt;
|Core42&lt;br /&gt;
|TOWN, ITEMS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.&lt;br /&gt;
|-&lt;br /&gt;
|Core43&lt;br /&gt;
|TOWN, IMPORTANT LOCATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. Requires Core42.&lt;br /&gt;
|-&lt;br /&gt;
|Core44&lt;br /&gt;
|OVERLAND TOWN MIGRANTS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core45&lt;br /&gt;
|CIVILIZATIONS AT WAR&lt;br /&gt;
|(Future)&lt;br /&gt;
|Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations. Requires Core44.&lt;br /&gt;
|-&lt;br /&gt;
|Core46&lt;br /&gt;
|ARMY BATTLES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it. Requires Core45.&lt;br /&gt;
|-&lt;br /&gt;
|Core47&lt;br /&gt;
|CLEANING HISTORY&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|Unimportant dead historical figures should be abstracted away to save space.&lt;br /&gt;
|-&lt;br /&gt;
|Core48&lt;br /&gt;
|SEAMLESS MAP&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.&lt;br /&gt;
|-&lt;br /&gt;
|Core49&lt;br /&gt;
|FULL Z AXIS&lt;br /&gt;
|'''Completed'''&lt;br /&gt;
|The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core50&lt;br /&gt;
|TILESET SUPPORT&lt;br /&gt;
|(Future)&lt;br /&gt;
|Allow graphical tiles to be used for all game objects.&lt;br /&gt;
|-&lt;br /&gt;
|Core51&lt;br /&gt;
|SIZEABLE GAME WINDOW&lt;br /&gt;
|(Future)&lt;br /&gt;
|Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.&lt;br /&gt;
|-&lt;br /&gt;
|Core52&lt;br /&gt;
|INTERFACE OVERHAUL&lt;br /&gt;
|(Future)&lt;br /&gt;
|A coherent interface, additional options and mouse support.&lt;br /&gt;
|-&lt;br /&gt;
|Core53&lt;br /&gt;
|MORE RAW FILES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.&lt;br /&gt;
|-&lt;br /&gt;
|Core54&lt;br /&gt;
|TRANSLATION SUPPORT&lt;br /&gt;
|(Future)&lt;br /&gt;
|Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.&lt;br /&gt;
|-&lt;br /&gt;
|Core55&lt;br /&gt;
|LIGHTING&lt;br /&gt;
|(Future)&lt;br /&gt;
|This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc). Related to Req96.&lt;br /&gt;
|-&lt;br /&gt;
|Core56&lt;br /&gt;
|IMPROVED FORTRESS TRANSPORTATION&lt;br /&gt;
|(Future)&lt;br /&gt;
|Though there's always going to be room for improvement here, some basics are needed in the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.&lt;br /&gt;
|-&lt;br /&gt;
|Core57&lt;br /&gt;
|IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING&lt;br /&gt;
|(Future)&lt;br /&gt;
|As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.&lt;br /&gt;
|-&lt;br /&gt;
|Core58&lt;br /&gt;
|DOCUMENTATION&lt;br /&gt;
|(Future)&lt;br /&gt;
|The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a &amp;quot;dire economic forecast&amp;quot;. Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.&lt;br /&gt;
|-&lt;br /&gt;
|Core59&lt;br /&gt;
|LOVE AND ROMANCE&lt;br /&gt;
|(Future)&lt;br /&gt;
|Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core60&lt;br /&gt;
|HEIRS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.&lt;br /&gt;
|-&lt;br /&gt;
|Core61&lt;br /&gt;
|ADVENTURER ENTITIES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. Related to Core24.&lt;br /&gt;
|-&lt;br /&gt;
|Core62&lt;br /&gt;
|FURTHER DIPLOMACY&lt;br /&gt;
|(Future)&lt;br /&gt;
|Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.&lt;br /&gt;
|-&lt;br /&gt;
|Core63&lt;br /&gt;
|SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS&lt;br /&gt;
|(Future)&lt;br /&gt;
|First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.&lt;br /&gt;
|-&lt;br /&gt;
|Core64&lt;br /&gt;
|INDIVIDUAL AFFILIATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.&lt;br /&gt;
|-&lt;br /&gt;
|Core65&lt;br /&gt;
|ADVENTURER SITE AFFILIATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.&lt;br /&gt;
|-&lt;br /&gt;
|Core66&lt;br /&gt;
|HIDDEN FUN STUFF&lt;br /&gt;
|(Future)&lt;br /&gt;
|No game is complete without it!&lt;br /&gt;
|-&lt;br /&gt;
|Core67&lt;br /&gt;
|RUINS&lt;br /&gt;
|(Future)&lt;br /&gt;
|There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place. Related to Core68.&lt;br /&gt;
|-&lt;br /&gt;
|Core68&lt;br /&gt;
|GRAVEYARDS AND TOMBS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them. Related to Core67.&lt;br /&gt;
|-&lt;br /&gt;
|Core69&lt;br /&gt;
|OLD BATTLEFIELDS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.&lt;br /&gt;
|-&lt;br /&gt;
|Core70&lt;br /&gt;
|FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).&lt;br /&gt;
|-&lt;br /&gt;
|Core71&lt;br /&gt;
|BANDITS AND CULTS&lt;br /&gt;
|(Future)&lt;br /&gt;
|It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.&lt;br /&gt;
|-&lt;br /&gt;
|Core72&lt;br /&gt;
|ROBUST ATTRIBUTE SYSTEM&lt;br /&gt;
|(Future)&lt;br /&gt;
|Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.&lt;br /&gt;
|-&lt;br /&gt;
|Core73&lt;br /&gt;
|COMBAT OVERHAUL&lt;br /&gt;
|(Future)&lt;br /&gt;
|This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.&lt;br /&gt;
|-&lt;br /&gt;
|Core74&lt;br /&gt;
|WOUND HANDLING&lt;br /&gt;
|(Future)&lt;br /&gt;
|Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.&lt;br /&gt;
|-&lt;br /&gt;
|Core75&lt;br /&gt;
|ADVENTURER GENERATION AND SCENARIOS&lt;br /&gt;
|(Future)&lt;br /&gt;
|&amp;quot;The adventurer&amp;quot; is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Core76&lt;br /&gt;
|EMBARK SCENARIOS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.&lt;br /&gt;
|-&lt;br /&gt;
|Core77&lt;br /&gt;
|AGE AND POPULATION TRACKING FOR ENTITIES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.&lt;br /&gt;
|-&lt;br /&gt;
|Core78&lt;br /&gt;
|WILDERNESS POPULATION TRACKING&lt;br /&gt;
|(Future)&lt;br /&gt;
|Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.&lt;br /&gt;
|-&lt;br /&gt;
|Core79&lt;br /&gt;
|COLLECTORS AND FINDING BUYERS&lt;br /&gt;
|(Future)&lt;br /&gt;
|As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.&lt;br /&gt;
|-&lt;br /&gt;
|Core80&lt;br /&gt;
|ARTIFACT MAGIC&lt;br /&gt;
|(Future)&lt;br /&gt;
|An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.&lt;br /&gt;
|-&lt;br /&gt;
|Core81&lt;br /&gt;
|TRIBUTE&lt;br /&gt;
|(Future)&lt;br /&gt;
|The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.&lt;br /&gt;
|-&lt;br /&gt;
|Core82&lt;br /&gt;
|THIEF AND SUPPORTING CAST&lt;br /&gt;
|(Future)&lt;br /&gt;
|Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.&lt;br /&gt;
|-&lt;br /&gt;
|Core83&lt;br /&gt;
|ARREST AND PUNISHMENT&lt;br /&gt;
|(Future)&lt;br /&gt;
|The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested, there are various delicate steps that need to be performed properly for everything to work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.&lt;br /&gt;
|-&lt;br /&gt;
|Core84&lt;br /&gt;
|HUNTING AND GATHERING&lt;br /&gt;
|(Future)&lt;br /&gt;
|You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.&lt;br /&gt;
|-&lt;br /&gt;
|Core85&lt;br /&gt;
|CHOP, DIG, BUILD!&lt;br /&gt;
|(Future)&lt;br /&gt;
|As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.&lt;br /&gt;
|-&lt;br /&gt;
|Core86&lt;br /&gt;
|ADVANCED ADVENTURER SKILLS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.&lt;br /&gt;
|-&lt;br /&gt;
|Core87&lt;br /&gt;
|PROPER DWARVES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.&lt;br /&gt;
|-&lt;br /&gt;
|Core88&lt;br /&gt;
|PROPER ELVES&lt;br /&gt;
|(Future)&lt;br /&gt;
|As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal people, their dining habits in-game rather than just in world generation...&lt;br /&gt;
|-&lt;br /&gt;
|Core89&lt;br /&gt;
|PROPER GOBLINS&lt;br /&gt;
|(Future)&lt;br /&gt;
|At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.&lt;br /&gt;
|-&lt;br /&gt;
|Core90&lt;br /&gt;
|PROPER KOBOLDS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.&lt;br /&gt;
|-&lt;br /&gt;
|Core91&lt;br /&gt;
|PROPER UNDERGROUND/MAP FEATURES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.&lt;br /&gt;
|-&lt;br /&gt;
|Core92&lt;br /&gt;
|APPEARANCE VARIABLES/DESCRIPTIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.&lt;br /&gt;
|-&lt;br /&gt;
|Core93&lt;br /&gt;
|RANDOMIZED MEGABEASTS AND POWERS&lt;br /&gt;
|(Future)&lt;br /&gt;
|(Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Requires Core92.&lt;br /&gt;
|-&lt;br /&gt;
|Core94&lt;br /&gt;
|RANDOMIZED REGIONS AND THEIR FLORA/FAUNA&lt;br /&gt;
|(Future)&lt;br /&gt;
|The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. Requires Core92.&lt;br /&gt;
|-&lt;br /&gt;
|Core95&lt;br /&gt;
|RANDOMIZED ENTITIES AND CIVILIZED CREATURES&lt;br /&gt;
|(Future)&lt;br /&gt;
|As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects. Requires Core93 and Core94.&lt;br /&gt;
|-&lt;br /&gt;
|Core96&lt;br /&gt;
|GENERALIZED CURSES AND OTHER ALTERATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|&amp;quot;Zombie&amp;quot; and &amp;quot;Skeleton&amp;quot; modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects). Requires Core92.&lt;br /&gt;
|-&lt;br /&gt;
|Core97&lt;br /&gt;
|IMPROVED PHRASE STORAGE&lt;br /&gt;
|(Future)&lt;br /&gt;
|The current system of storing names is not very extendable, so it needs to be altered to support later changes.&lt;br /&gt;
|-&lt;br /&gt;
|Core98&lt;br /&gt;
|BASIC GRAMMAR&lt;br /&gt;
|(Future)&lt;br /&gt;
|The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files. Requires Core97.&lt;br /&gt;
|-&lt;br /&gt;
|Core99&lt;br /&gt;
|WRITING&lt;br /&gt;
|(Future)&lt;br /&gt;
|Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this. Requires Core98.&lt;br /&gt;
|-&lt;br /&gt;
|Core100&lt;br /&gt;
|NEW LANGUAGE ITEMS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems). Requires Core99.&lt;br /&gt;
|}&lt;br /&gt;
[[ru:Version number]]&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=280586</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=280586"/>
		<updated>2022-12-31T07:42:56Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: /* vs. undead */ steel is definitely not the heaviest at 7850 to Cu's 8930 and Ag's 10490&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
&lt;br /&gt;
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]&lt;br /&gt;
A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] (wooden and bone crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.&lt;br /&gt;
&lt;br /&gt;
: (* No &amp;quot;wooden handle&amp;quot; is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
Mechanically, all weapon attacks are separated into &amp;quot;edge&amp;quot; and &amp;quot;blunt&amp;quot; types, although these can be further split into four practical categories:&lt;br /&gt;
*Slashing&lt;br /&gt;
*Piercing&lt;br /&gt;
*Crushing&lt;br /&gt;
*Ranged&lt;br /&gt;
&lt;br /&gt;
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)&lt;br /&gt;
&lt;br /&gt;
====Slashing weapons====&lt;br /&gt;
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.&lt;br /&gt;
&lt;br /&gt;
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a &amp;quot;slashing&amp;quot; weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the &amp;quot;Jack of all trades, master of none&amp;quot; weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that.  Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.&lt;br /&gt;
&lt;br /&gt;
====Crushing weapons====&lt;br /&gt;
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also  [[flail]]s, [[maul]]s, [[whip]]s)''&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;blunt&amp;quot; or &amp;quot;bludgeoning&amp;quot; weapons, these work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often &amp;quot;give in&amp;quot; to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.&lt;br /&gt;
&lt;br /&gt;
====Piercing weapons====&lt;br /&gt;
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. &lt;br /&gt;
&lt;br /&gt;
====Ranged weapons====&lt;br /&gt;
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''&lt;br /&gt;
&lt;br /&gt;
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Crossbows produce blunt weapon* damage (and use the hammerdwarf skill), while bows used in melee are treated as extremely weak swords*. &lt;br /&gt;
&lt;br /&gt;
(* of whatever material the ranged weapon is constructed from)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There exists one more umbrella category of weapon: the so-called &amp;quot;'''training weapon'''&amp;quot;. Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement.  The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them.  Once named, the weapon will appear in the artifact list, albeit in blue.  It is unknown if named weapons perform better than unnamed weapons.  Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons.  Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are meant for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword &amp;quot;just in case&amp;quot; doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; weapon choices ===&lt;br /&gt;
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''&amp;quot;What is the weapon with the biggest number?&amp;quot;'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work &amp;quot;best&amp;quot; against certain targets, and what don't, and (basically) why.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' combat is rarely &amp;quot;one-shot&amp;quot;, nor is it a long process of whittling away a huge pile of &amp;quot;hit points&amp;quot; (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.&lt;br /&gt;
&lt;br /&gt;
==== Superior metal rule ====&lt;br /&gt;
As a general rule, if a weapon slashes or pierces, it wants to be made from a &amp;quot;better&amp;quot; metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.&lt;br /&gt;
&lt;br /&gt;
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel, so this &amp;quot;superior metal order&amp;quot; can be considered when choosing both slashing/piercing weapons and armor.&lt;br /&gt;
&lt;br /&gt;
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)&lt;br /&gt;
&lt;br /&gt;
* [[steel]], the clear best*&lt;br /&gt;
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other&lt;br /&gt;
* [[copper]], a distant third&lt;br /&gt;
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)&lt;br /&gt;
&lt;br /&gt;
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a &amp;quot;basic&amp;quot; discussion.)&lt;br /&gt;
: (** There are some &amp;quot;X weapon vs Y armor&amp;quot; situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. &amp;quot;Roughly equivalent&amp;quot; is a good rule of thumb.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons do not follow this rule, and instead use a &amp;quot;heavier is better&amp;quot; rule. See below.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the &amp;quot;superior metal&amp;quot; rule. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.&lt;br /&gt;
&lt;br /&gt;
==== vs. unarmored ====&lt;br /&gt;
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.&lt;br /&gt;
&lt;br /&gt;
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any spear &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=164981.msg7522035#msg7522035 4]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* other choices: any sharp weapon&lt;br /&gt;
&lt;br /&gt;
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Other sharp weapons can easily remove head or limbs, which also stuns the target, which then allows that quick killing blow we are looking for - one two, one two. In theory, all edged weapons follow the &amp;quot;superior metal&amp;quot; rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver! Short swords are lighter and so have a little less power behind them, but again, against all but the biggest animals, no one will notice.  (However, see &amp;quot;vs. undead&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.&lt;br /&gt;
&lt;br /&gt;
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.&lt;br /&gt;
&lt;br /&gt;
And the bonus lesson here is... armor your military.&lt;br /&gt;
&lt;br /&gt;
==== vs. [[armor]]ed ====&lt;br /&gt;
&lt;br /&gt;
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: steel sword &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=174389.msg8009603#msg8009603 2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* other choices: steel pick, any steel sharp weapon, any warhammer or pick&lt;br /&gt;
&lt;br /&gt;
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.&lt;br /&gt;
&lt;br /&gt;
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having &amp;quot;superior metal&amp;quot; will make the battle much like removing enemy armor.  &lt;br /&gt;
&lt;br /&gt;
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons work on flexible chain almost as well as against an unarmored opponent, and can deform solid armor (which is everything &amp;quot;not chain&amp;quot;) to land a killing blow. Warhammers are superior to maces in penetrating solid, &amp;quot;non-chain&amp;quot; armor and breaking bones.&lt;br /&gt;
&lt;br /&gt;
Slashing iron or worse weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target.&lt;br /&gt;
&lt;br /&gt;
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== vs. [[undead]] ====&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any mace (silver or steel ''slightly'' preferable), iron axe &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 5]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* other choices: any warhammer &lt;br /&gt;
&lt;br /&gt;
Undead... you can slash a limb and they keep coming. You can pierce their heart and their eyeless sockets don't blink. They don't feel pain, they aren't stunned, they have (almost?) no vital organs - so that leaves pulping them back to the corruption from which they sprung. Maces are superior to war hammers for this job.&lt;br /&gt;
&lt;br /&gt;
However, often the undead are too big for maces or hammers to do much damage or too numerous to rely on slow but final approach - in which case, iron axes do best in creating minimal body parts while still mangling fairly often and successfully downsizing them. Cutting off the head, neck or lower body will always kill, after all.&lt;br /&gt;
&lt;br /&gt;
Often undead will show up armored, and/or with armored living mercenaries, and, from the previous, we know that a mace or hammer is good against that, too (though not so for iron axes).&lt;br /&gt;
&lt;br /&gt;
Only a very lucky crossbow shot will destroy the brain of an undead - and not all are susceptible to that.&lt;br /&gt;
&lt;br /&gt;
==== vs. others ====&lt;br /&gt;
This category consists of the rare &amp;quot;not like anything else&amp;quot; creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention.   &lt;br /&gt;
&lt;br /&gt;
* recommended weapon: (varies) &lt;br /&gt;
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip&lt;br /&gt;
&lt;br /&gt;
There are many different types here, and no one approach works for all.  Some are merely gigantic but (more or less) &amp;quot;normal&amp;quot;, but many are non-organic, and most enjoy the &amp;quot;[[No Pain|don't feel pain]]&amp;quot; tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron men|Iron man]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the &amp;quot;superior metal&amp;quot; rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.&lt;br /&gt;
&lt;br /&gt;
(* although a forgotten beast made of, for instance, &amp;quot;mud&amp;quot; is laughably easy to kill)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.&lt;br /&gt;
&lt;br /&gt;
==== Final verdict ====&lt;br /&gt;
Now, all that said, overall, if you had to choose one &amp;quot;least worst&amp;quot; weapon, it would probably have to be... the &amp;lt;/u&amp;gt;steel axe&amp;lt;/u&amp;gt;. It has no true counters&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 5]&amp;lt;/sup&amp;gt;, no enemy it cannot ever defeat - while spear falls to iron men and mace/hammer falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossi and big beasts.&lt;br /&gt;
&lt;br /&gt;
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-&amp;quot;unusual&amp;quot; targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel &amp;gt; iron/bronze &amp;gt; copper &amp;gt; silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, with silver or steel each ''slightly'' preferable. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.&lt;br /&gt;
&lt;br /&gt;
= Technical =&lt;br /&gt;
From here down, there are tables of values pulled from the game code, some technical analyses, a few statistical observations, and some solid and some speculative inferences and conclusions.&lt;br /&gt;
&lt;br /&gt;
Insert obligatory &amp;quot;math warning&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands&amp;lt;br&amp;gt;Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[battle axe|Battle Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Hammer&lt;br /&gt;
| two&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0×&lt;br /&gt;
| Mace&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] (foreign)&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0×&lt;br /&gt;
| Mining&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[short sword|Short Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Spear]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. &lt;br /&gt;
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.&lt;br /&gt;
* Dwarves will never select a pick for a weapon if allowed &amp;quot;individual choice.&amp;quot; You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.&lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon.  For example, if you create a human character, and manage to spawn into a world with a &amp;quot;broad body&amp;quot; or a &amp;quot;tall body&amp;quot; in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[two-handed sword|2H Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean [[animal people]]&lt;br /&gt;
| Single-grasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
| Single-grasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5×&lt;br /&gt;
| Mace&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[great axe|Great Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Halberd]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Dagger]] (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Kobold]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[long sword|Long Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Elf]], [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Multi-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Morningstar]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[pike (weapon)|Pike]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Scimitar]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Stone axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Player in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Slap|| Blunt || 800|| 400 || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20|| 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15|| 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 10 || 200 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700|| 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15 || 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack|| Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Clap || Blunt || 800 || 400 || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20 || 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab|| Edge || 1 || 100 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 15 || 400 || 1.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special variations===&lt;br /&gt;
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the &amp;quot;base&amp;quot; weapon, and adding an adjective (&amp;quot;bulky&amp;quot;, &amp;quot;large-headed&amp;quot;, &amp;quot;branching&amp;quot;, etc.) or renaming the weapon altogether (&amp;quot;blade&amp;quot;, &amp;quot;curved sword&amp;quot;). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.  Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.&lt;br /&gt;
&lt;br /&gt;
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[battle axe|Battle Axe]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Pick]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[short sword|Short Sword]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Spear]]&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49 &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[two-handed sword|2H Sword]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[great axe|Great Axe]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Halberd]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Dagger]] (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[long sword|Long Sword]]&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49 (0)&lt;br /&gt;
| 7/49 (18/49)&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Morningstar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[pike (weapon)|Pike]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scimitar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
&lt;br /&gt;
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=&amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Divine metal|notes= &amp;lt;br/&amp;gt;|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (from Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat formulae ==&lt;br /&gt;
&lt;br /&gt;
Penetration is poorly understood, but most of the rest of combat is fairly well understood.&lt;br /&gt;
&lt;br /&gt;
First, you need to calculate your weapon's momentum.&lt;br /&gt;
&lt;br /&gt;
Melee Weapon Momentum:  M = Skill * Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5&lt;br /&gt;
* Attacking a prone opponent in melee doubles momentum.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Momentum: M = (w_density*w_size)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)&lt;br /&gt;
* Bow and Crossbow Momentum: M = (w_density*150)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*3), 20)&lt;br /&gt;
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03&lt;br /&gt;
** If 20 is larger because the ammunition is density 1667 or larger, M = 50&lt;br /&gt;
* Blowgun Momentum: M = (w_density*20)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*4), 100)&lt;br /&gt;
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02&lt;br /&gt;
** If 100 is larger because the ammunition is density 251 or more, M = 5&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.&lt;br /&gt;
* '''F''' is &amp;quot;fatness modifier&amp;quot; (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025&lt;br /&gt;
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons&lt;br /&gt;
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons&lt;br /&gt;
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.&lt;br /&gt;
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.&lt;br /&gt;
&lt;br /&gt;
An edged weapon undergoes the following comparison:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between &lt;br /&gt;
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''w_quality''' is weapon [[quality]]  multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)&lt;br /&gt;
* '''a_quality''' is armor [[quality]] multiplier&lt;br /&gt;
&lt;br /&gt;
Expressed in the above terms,&lt;br /&gt;
&lt;br /&gt;
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) &amp;gt;= aSY/wSY + (A+1)*aSF/wSF&lt;br /&gt;
&lt;br /&gt;
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield.  In both cases, higher is better on both weapons and armor, as is quality.  Sharpness only matters to the weapon, and smaller contact area is better for the attacker.&lt;br /&gt;
&lt;br /&gt;
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body.  If the test is failed, the attack becomes blunt for this layer.&lt;br /&gt;
&lt;br /&gt;
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:&lt;br /&gt;
&lt;br /&gt;
2 * w_size * wIY &amp;gt; A * a_density&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''a_density''' is the armor material's density&lt;br /&gt;
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better.  This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.&lt;br /&gt;
&lt;br /&gt;
On success, the following test is applied:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note that the armor wants as high impact fracture as possible to make this test fail.  The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.&lt;br /&gt;
&lt;br /&gt;
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again.  On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer.  This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. &lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).&lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum, Slade&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets.  {{version|0.31.12}}.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}&lt;br /&gt;
&lt;br /&gt;
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}&lt;br /&gt;
&lt;br /&gt;
*As of V. 50.04 a two-handed weapon may show in the inventory as being held in the &amp;quot;Left hand&amp;quot;, however in effect its still being held with both.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Z-level&amp;diff=280585</id>
		<title>Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Z-level&amp;diff=280585"/>
		<updated>2022-12-31T07:13:24Z</updated>

		<summary type="html">&lt;p&gt;Rhhdud: sea level is zero now in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}[[File:Z-level.jpg|thumb|300px|right|'''The z-level indicator.'''&amp;lt;br /&amp;gt; The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]&lt;br /&gt;
:''See also: [[Tile]]''&lt;br /&gt;
'''Z-Level''' describes vertical space (depth or altitude) within Dwarf Fortress, analogous to the [[Z-axis]] in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. There is another Z-level display in the upper right corner of the main view which displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
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The default settings produce levels with around 50 z-levels of land (for an embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of caverns. 0 corresponds to sea level.&lt;br /&gt;
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Numerous factors available in [[World_generation|world generation]] impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600. (Worldgen has 400 z-levels; maybe one can force 200 levels of sky.)&lt;br /&gt;
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Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost [[framerate]]. Notably, a common reason players get 100+ Z-level embarks is because &amp;quot;Generate New World&amp;quot; makes ISLAND worlds, and the resulting terrain causes caverns to be a lot taller than usual.&lt;/div&gt;</summary>
		<author><name>Rhhdud</name></author>
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