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	<updated>2026-07-06T17:35:47Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=136902</id>
		<title>v0.31:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=136902"/>
		<updated>2011-02-24T00:04:09Z</updated>

		<summary type="html">&lt;p&gt;Ricree: /* Skills first introduced in version 0.31.19 */  corrected formatting error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplish almost every task.  Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant experience in that skill, allowing the dwarf to reach higher skill levels.&lt;br /&gt;
&lt;br /&gt;
Skills now become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are unknown, but skills remaining at &amp;quot;very rusty&amp;quot; for prolonged periods of time will gradually suffer '''permanent''' experience loss.&lt;br /&gt;
&lt;br /&gt;
Skill levels are as follows:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves that are {{L|Status icon|hungry, tired, or thirsty}} will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of {{L|aluminum}} {{L|statue}}s, or remove the designation on those diamond or native aluminum clusters if your {{L|blacksmith}} or {{L|miner}} are famished and hollow-eyed from lack of sleep.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* {{L|Miner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Woodworker}}|6:1|6:1|&lt;br /&gt;
* {{L|Bowyer}}&lt;br /&gt;
* {{L|Carpenter}}&lt;br /&gt;
* {{L|Wood cutter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Stoneworker}}|7:1|7:1|&lt;br /&gt;
* {{L|Engraver}}&lt;br /&gt;
* {{L|Mason}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Ranger}}|2:0|2:0|&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Doctor}}|5:0|5:0|&lt;br /&gt;
* {{L|Bone doctor}}&lt;br /&gt;
* {{L|Crutch-walker}}&lt;br /&gt;
* {{L|Diagnostician}}&lt;br /&gt;
* {{L|Surgeon}}&lt;br /&gt;
* {{L|Suturer}}&lt;br /&gt;
* {{L|Wound dresser}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Farmer}}|6:0|6:0|&lt;br /&gt;
* {{L|Brewer}}&lt;br /&gt;
* {{L|Butcher}}&lt;br /&gt;
* {{L|Cheese maker}}&lt;br /&gt;
* {{L|Cook}}&lt;br /&gt;
* {{L|Dyer}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
* {{L|Herbalist}}&lt;br /&gt;
* {{L|Lye maker}}&lt;br /&gt;
* {{L|Milker}}&lt;br /&gt;
* {{L|Miller}}&lt;br /&gt;
* {{L|Potash maker}}&lt;br /&gt;
* {{L|Soaper}}&lt;br /&gt;
* {{L|Tanner}}&lt;br /&gt;
* {{L|Thresher}}&lt;br /&gt;
* {{L|Wood burner}}&lt;br /&gt;
* {{L|Shearer}}&lt;br /&gt;
* {{L|Spinner}}&lt;br /&gt;
* {{L|Presser}}&lt;br /&gt;
* {{L|Beekeeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Fishery Worker}}|1:0|1:0|&lt;br /&gt;
* {{L|Fish cleaner}}&lt;br /&gt;
* {{L|Fish dissector}}&lt;br /&gt;
* {{L|Fisherdwarf}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Metalsmith}}|0:1|0:1|&lt;br /&gt;
* {{L|Armorsmith}}&lt;br /&gt;
* {{L|Furnace operator}}&lt;br /&gt;
* {{L|Metal crafter}}&lt;br /&gt;
* {{L|Blacksmith|Metalsmith}}&lt;br /&gt;
* {{L|Weaponsmith}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Jeweler}}|2:1|2:1|&lt;br /&gt;
* {{L|Gem cutter}}&lt;br /&gt;
* {{L|Gem setter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Craftsdwarf}}|1:1|1:1|&lt;br /&gt;
* {{L|Bone carver}}&lt;br /&gt;
* {{L|Clothier}}&lt;br /&gt;
* {{L|Glassmaker}}&lt;br /&gt;
* {{L|Leatherworker}}&lt;br /&gt;
* {{L|Stone crafter}}&lt;br /&gt;
* {{L|Weaver}}&lt;br /&gt;
* {{L|Wood crafter}}&lt;br /&gt;
* {{L|Strand extractor}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Engineer}}|4:1|4:1|&lt;br /&gt;
* {{L|Mechanic}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* {{L|Alchemy|Alchemist}}&lt;br /&gt;
* {{L|Swimmer}}&lt;br /&gt;
* {{L|Knapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Administrator}}|5:0|5:0|&lt;br /&gt;
* {{L|Appraiser}}&lt;br /&gt;
* {{L|Building designer}}&lt;br /&gt;
* {{L|Organizer}}&lt;br /&gt;
* {{L|Record keeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Military}}|0:1|0:0|&lt;br /&gt;
* {{L|Archer}}&lt;br /&gt;
* {{L|Armor user}}&lt;br /&gt;
* {{L|Axeman}}&lt;br /&gt;
* {{L|Biter}}&lt;br /&gt;
* {{L|Blowgunner}}&lt;br /&gt;
* {{L|Bowman}}&lt;br /&gt;
* {{L|Crossbowman}}&lt;br /&gt;
* {{L|Dodger}}&lt;br /&gt;
* {{L|Fighter}}&lt;br /&gt;
* {{L|Hammerman}}&lt;br /&gt;
* {{L|Kicker}}&lt;br /&gt;
* {{L|Knife user}}&lt;br /&gt;
* {{L|Lasher}}&lt;br /&gt;
* {{L|Maceman}}&lt;br /&gt;
* {{L|Misc. object user}}&lt;br /&gt;
* {{L|Pikeman}}&lt;br /&gt;
* {{L|Shield user}}&lt;br /&gt;
* {{L|Spearman}}&lt;br /&gt;
* {{L|Striker}}&lt;br /&gt;
* {{L|Swordsman}}&lt;br /&gt;
* {{L|Thrower}}&lt;br /&gt;
* {{L|Wrestler}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Broker}}|3:0|3:0|&lt;br /&gt;
* {{L|Comedian}}&lt;br /&gt;
* {{L|Conversationalist}}&lt;br /&gt;
* {{L|Flatterer}}&lt;br /&gt;
* {{L|Intimidator}}&lt;br /&gt;
* {{L|Judge of intent}}&lt;br /&gt;
* {{L|Liar}}&lt;br /&gt;
* {{L|Negotiator}}&lt;br /&gt;
* {{L|Persuader}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* {{L|Concentration}}&lt;br /&gt;
* {{L|Consoler}}&lt;br /&gt;
* {{L|Leader}}&lt;br /&gt;
* {{L|Observer}}&lt;br /&gt;
* {{L|Pacifier}}&lt;br /&gt;
* {{L|Student}}&lt;br /&gt;
* {{L|Teacher}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* {{L|Balance}}&lt;br /&gt;
* {{L|Coordination}}&lt;br /&gt;
* {{L|Discipline}}&lt;br /&gt;
* {{L|Druid}}&lt;br /&gt;
* {{L|Poet}}&lt;br /&gt;
* {{L|Reader}}&lt;br /&gt;
* {{L|Speaker}}&lt;br /&gt;
* {{L|Tracker}}&lt;br /&gt;
* {{L|Wordsmith}}&lt;br /&gt;
* {{L|Writer}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.01==&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
{{L|Fighter}}, {{L|Archer}}, {{L|Striker}}, {{L|Kicker}}, {{L|Biter}}, {{L|Dodger}}&lt;br /&gt;
&lt;br /&gt;
Healthcare:&lt;br /&gt;
&lt;br /&gt;
{{L|Wound dresser}}, {{L|Diagnostician}}, {{L|Surgeon}}, {{L|Bone doctor|Bone Doctor}}, {{L|Suturer}} ''(stitching wounds)'', {{L|Crutch walker|Crutch Walker}} ''(this is for patients rather than doctors)''&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
{{L|Misc. object user}}, {{L|Student}}, {{L|Concentration}}, {{L|Observer}}, {{L|Leader}}, {{L|Teacher}},&lt;br /&gt;
&lt;br /&gt;
==Skills first observed in version 0.31.14==&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
{{L|Military Tactics}}&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.19==&lt;br /&gt;
&lt;br /&gt;
Farmking:&lt;br /&gt;
&lt;br /&gt;
{{L|Shearer}}, {{L|Spinner}}, {{L|Beekeeper}}, {{L|Presser}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=136901</id>
		<title>v0.31:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=136901"/>
		<updated>2011-02-24T00:03:03Z</updated>

		<summary type="html">&lt;p&gt;Ricree: added some .19 skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplish almost every task.  Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant experience in that skill, allowing the dwarf to reach higher skill levels.&lt;br /&gt;
&lt;br /&gt;
Skills now become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are unknown, but skills remaining at &amp;quot;very rusty&amp;quot; for prolonged periods of time will gradually suffer '''permanent''' experience loss.&lt;br /&gt;
&lt;br /&gt;
Skill levels are as follows:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves that are {{L|Status icon|hungry, tired, or thirsty}} will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of {{L|aluminum}} {{L|statue}}s, or remove the designation on those diamond or native aluminum clusters if your {{L|blacksmith}} or {{L|miner}} are famished and hollow-eyed from lack of sleep.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* {{L|Miner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Woodworker}}|6:1|6:1|&lt;br /&gt;
* {{L|Bowyer}}&lt;br /&gt;
* {{L|Carpenter}}&lt;br /&gt;
* {{L|Wood cutter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Stoneworker}}|7:1|7:1|&lt;br /&gt;
* {{L|Engraver}}&lt;br /&gt;
* {{L|Mason}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Ranger}}|2:0|2:0|&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Doctor}}|5:0|5:0|&lt;br /&gt;
* {{L|Bone doctor}}&lt;br /&gt;
* {{L|Crutch-walker}}&lt;br /&gt;
* {{L|Diagnostician}}&lt;br /&gt;
* {{L|Surgeon}}&lt;br /&gt;
* {{L|Suturer}}&lt;br /&gt;
* {{L|Wound dresser}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Farmer}}|6:0|6:0|&lt;br /&gt;
* {{L|Brewer}}&lt;br /&gt;
* {{L|Butcher}}&lt;br /&gt;
* {{L|Cheese maker}}&lt;br /&gt;
* {{L|Cook}}&lt;br /&gt;
* {{L|Dyer}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
* {{L|Herbalist}}&lt;br /&gt;
* {{L|Lye maker}}&lt;br /&gt;
* {{L|Milker}}&lt;br /&gt;
* {{L|Miller}}&lt;br /&gt;
* {{L|Potash maker}}&lt;br /&gt;
* {{L|Soaper}}&lt;br /&gt;
* {{L|Tanner}}&lt;br /&gt;
* {{L|Thresher}}&lt;br /&gt;
* {{L|Wood burner}}&lt;br /&gt;
* {{L|Shearer}}&lt;br /&gt;
* {{L|Spinner}}&lt;br /&gt;
* {{L|Presser}}&lt;br /&gt;
* {{L|Beekeeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Fishery Worker}}|1:0|1:0|&lt;br /&gt;
* {{L|Fish cleaner}}&lt;br /&gt;
* {{L|Fish dissector}}&lt;br /&gt;
* {{L|Fisherdwarf}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Metalsmith}}|0:1|0:1|&lt;br /&gt;
* {{L|Armorsmith}}&lt;br /&gt;
* {{L|Furnace operator}}&lt;br /&gt;
* {{L|Metal crafter}}&lt;br /&gt;
* {{L|Blacksmith|Metalsmith}}&lt;br /&gt;
* {{L|Weaponsmith}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Jeweler}}|2:1|2:1|&lt;br /&gt;
* {{L|Gem cutter}}&lt;br /&gt;
* {{L|Gem setter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Craftsdwarf}}|1:1|1:1|&lt;br /&gt;
* {{L|Bone carver}}&lt;br /&gt;
* {{L|Clothier}}&lt;br /&gt;
* {{L|Glassmaker}}&lt;br /&gt;
* {{L|Leatherworker}}&lt;br /&gt;
* {{L|Stone crafter}}&lt;br /&gt;
* {{L|Weaver}}&lt;br /&gt;
* {{L|Wood crafter}}&lt;br /&gt;
* {{L|Strand extractor}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Engineer}}|4:1|4:1|&lt;br /&gt;
* {{L|Mechanic}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* {{L|Alchemy|Alchemist}}&lt;br /&gt;
* {{L|Swimmer}}&lt;br /&gt;
* {{L|Knapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Administrator}}|5:0|5:0|&lt;br /&gt;
* {{L|Appraiser}}&lt;br /&gt;
* {{L|Building designer}}&lt;br /&gt;
* {{L|Organizer}}&lt;br /&gt;
* {{L|Record keeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Military}}|0:1|0:0|&lt;br /&gt;
* {{L|Archer}}&lt;br /&gt;
* {{L|Armor user}}&lt;br /&gt;
* {{L|Axeman}}&lt;br /&gt;
* {{L|Biter}}&lt;br /&gt;
* {{L|Blowgunner}}&lt;br /&gt;
* {{L|Bowman}}&lt;br /&gt;
* {{L|Crossbowman}}&lt;br /&gt;
* {{L|Dodger}}&lt;br /&gt;
* {{L|Fighter}}&lt;br /&gt;
* {{L|Hammerman}}&lt;br /&gt;
* {{L|Kicker}}&lt;br /&gt;
* {{L|Knife user}}&lt;br /&gt;
* {{L|Lasher}}&lt;br /&gt;
* {{L|Maceman}}&lt;br /&gt;
* {{L|Misc. object user}}&lt;br /&gt;
* {{L|Pikeman}}&lt;br /&gt;
* {{L|Shield user}}&lt;br /&gt;
* {{L|Spearman}}&lt;br /&gt;
* {{L|Striker}}&lt;br /&gt;
* {{L|Swordsman}}&lt;br /&gt;
* {{L|Thrower}}&lt;br /&gt;
* {{L|Wrestler}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Broker}}|3:0|3:0|&lt;br /&gt;
* {{L|Comedian}}&lt;br /&gt;
* {{L|Conversationalist}}&lt;br /&gt;
* {{L|Flatterer}}&lt;br /&gt;
* {{L|Intimidator}}&lt;br /&gt;
* {{L|Judge of intent}}&lt;br /&gt;
* {{L|Liar}}&lt;br /&gt;
* {{L|Negotiator}}&lt;br /&gt;
* {{L|Persuader}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* {{L|Concentration}}&lt;br /&gt;
* {{L|Consoler}}&lt;br /&gt;
* {{L|Leader}}&lt;br /&gt;
* {{L|Observer}}&lt;br /&gt;
* {{L|Pacifier}}&lt;br /&gt;
* {{L|Student}}&lt;br /&gt;
* {{L|Teacher}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* {{L|Balance}}&lt;br /&gt;
* {{L|Coordination}}&lt;br /&gt;
* {{L|Discipline}}&lt;br /&gt;
* {{L|Druid}}&lt;br /&gt;
* {{L|Poet}}&lt;br /&gt;
* {{L|Reader}}&lt;br /&gt;
* {{L|Speaker}}&lt;br /&gt;
* {{L|Tracker}}&lt;br /&gt;
* {{L|Wordsmith}}&lt;br /&gt;
* {{L|Writer}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.01==&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
{{L|Fighter}}, {{L|Archer}}, {{L|Striker}}, {{L|Kicker}}, {{L|Biter}}, {{L|Dodger}}&lt;br /&gt;
&lt;br /&gt;
Healthcare:&lt;br /&gt;
&lt;br /&gt;
{{L|Wound dresser}}, {{L|Diagnostician}}, {{L|Surgeon}}, {{L|Bone doctor|Bone Doctor}}, {{L|Suturer}} ''(stitching wounds)'', {{L|Crutch walker|Crutch Walker}} ''(this is for patients rather than doctors)''&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
{{L|Misc. object user}}, {{L|Student}}, {{L|Concentration}}, {{L|Observer}}, {{L|Leader}}, {{L|Teacher}},&lt;br /&gt;
&lt;br /&gt;
==Skills first observed in version 0.31.14==&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
{{L|Military Tactics}}&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.19==&lt;br /&gt;
&lt;br /&gt;
Farmking:&lt;br /&gt;
&lt;br /&gt;
{{L|Shearer}}, {{L|Spinner}}, {{L|Beekeeper}}, {L|Presser}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dragon&amp;diff=136848</id>
		<title>v0.31:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dragon&amp;diff=136848"/>
		<updated>2011-02-22T23:52:11Z</updated>

		<summary type="html">&lt;p&gt;Ricree: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:47, 2 October 2010 (UTC)}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Dragon&lt;br /&gt;
|symbol=D&lt;br /&gt;
|color=2:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|bone=110&lt;br /&gt;
|meat=139&lt;br /&gt;
|fat=65&lt;br /&gt;
|lung=18&lt;br /&gt;
|heart=4&lt;br /&gt;
|intestine=27&lt;br /&gt;
|liver=9&lt;br /&gt;
|tripe=9&lt;br /&gt;
|sweetbread=4&lt;br /&gt;
|spleen=4&lt;br /&gt;
|kidney=8&lt;br /&gt;
|brain=?&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic reptilian creature.  It is magical and can breathe fire.  These monsters can live for thousands of years.''&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing [[:Megabeast|Megabeasts]]. Cannot fly. Immune to magma (and is not harmed by being immersed in it), and presumably immune to fire. Breathes out a jet of &amp;quot;dragonfire&amp;quot;, which can still injure things that are immune to normal fire, such as the {{L|Bronze colossus}} (dragonfire is, however, a blockable attack if its victim is using a shield). Some creatures are immune to dragonfire {{verify}}. Dragons are the largest creatures in the game, and grow into their adult size of 25,000,000 after 1000 years.&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it often will be.  Dragons are also massively powerful in melee combat, so they can be hard to take down without a good military.  Possibly the best defense is to use piercing weapons like crossbows and especially spears and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is quickly building one or multiple cage traps which will probably cage the dragon making it harmless.&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
&lt;br /&gt;
Dragons can be captured in cage traps and made as pets if you're lucky enough to catch one.  You need a {{L|dungeon master}} to tame a Dragon, but if you can do it, you'll have a massively valuable pet. Dragons can also be trained as war or hunting animals at the {{L|kennel}}. You may have to watch out, though, as a Dragon can seriously damage a fortress with one blast of ill-timed dragonfire.  See {{L|fire}} for details.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
Dragons have been observed to occasionally wear some armour (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grass&amp;diff=136715</id>
		<title>v0.31:Grass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grass&amp;diff=136715"/>
		<updated>2011-02-21T06:24:34Z</updated>

		<summary type="html">&lt;p&gt;Ricree: livestock&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|04:04, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0' align=&amp;quot;right&amp;quot;&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Grass''' is a natural {{L|map tile}} that is found in any biome that supports vegetation. {{L|Trees}} and other {{L|plants}} require it to grow, and it in turn can grow on most {{L|soil}} {{L|above ground|outside}}. It tends to grow quickly, as can be found by channeling an outdoor area. Its growth can indicate the impending growth of a tree. As dwarves and other {{L|creatures}} walk over it, they have a chance (determined by the value of the {{L|Creature token#G|[GRASSTRAMPLE]}} token) of eroding it down to the base soil, on which trees and plants cannot grow. Elves have grasstrample 0. Dwarves have default grasstrample. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step.&lt;br /&gt;
&lt;br /&gt;
Livestock require a steady diet of grass in order to avoid starvation.  As they eat, the grass is eroded as though it were trampled, gradually depopulating their pasture if it isn't large enough.&lt;br /&gt;
&lt;br /&gt;
Grass can also be destroyed by {{L|fire}} and {{L|magma}}. Creatures such as Fire imps can shoot fireballs when attacking, and said fireballs can set the grass on fire. If grass ignites, the fire will slowly spread to all connected grass, generating smoke as it burns. Fire turns grass into ashes, but not usable ashes. Anything that is flammable and stands on burning grass (if you look at it you will see &amp;quot;A fire&amp;quot;) has a chance to catch fire each turn. Note that fire breath (as also used by dragons) will not set grass on fire, instead instantly turning it into ashes. Grassy slopes will not catch on fire, thus preventing the fire from spreading across z-levels.&lt;br /&gt;
&lt;br /&gt;
During a {{L|Dry season}}, grass tiles on the screen change into dry grass tiles, but the effect is purely cosmetic. Also purely cosmetic, the {{L|d_init.txt}} file contains [VARIED_GROUND_TILES:YES].  If you don't like the grass looking like ,.`', try setting this to NO. The ground will turn into periods only.&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_tactics&amp;diff=136632</id>
		<title>v0.31 Talk:Military tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_tactics&amp;diff=136632"/>
		<updated>2011-02-20T20:48:26Z</updated>

		<summary type="html">&lt;p&gt;Ricree: /* Presence in-game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Presence in-game==&lt;br /&gt;
Military tactics first appeared in .13 as an immigrant skill; presumably the same bug as Drunk, War Peasant, and Hunting Peasant immigrants, which was fixed in .14.&lt;br /&gt;
&lt;br /&gt;
Presumably this skill is related to world generation populations and has no significance in-game, as dwarves would otherwise increase this skill when fighting, or perhaps as Militia Commander or Militia Captains. &lt;br /&gt;
&lt;br /&gt;
I don't want to mark this article for deletion as I don't actually know if the skill still shows up. I don't even know for a fact that its appearance was/is a bug. --[[User:Nahno|Nahno]] 00:13, 3 October 2010 &lt;br /&gt;
: Well, it just showed up in my .14 game (world gen'd in .12), if that helps any. --[[User:Romeofalling|Romeofalling]] 04:03, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Okay. Depending on the updater and the .12 data, that is consistent with a bug. I can't be bothered to ask Toady, though. --[[User:Nahno|Nahno]] 16:24, 3 &lt;br /&gt;
:: Shows up on migrants in .19.  [[User:Ricree|Ricree]] 20:48, 20 February 2011 (UTC)&lt;br /&gt;
----&lt;br /&gt;
October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It just showed up in my game too (world gen'd in .14, immigrant showed up with it in .16) [[User:Barbarossa6969|Barbarossa6969]] 17:45, 14 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've got this in .18. [[User:EddyP|EddyP]] 17:48, 18 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed again here. I've got the suspicion that it isn't so much a bug, but rather a feature. It tells you tht this specific immigrant was a general or something, which is a quite nice information as I think.&lt;br /&gt;
&lt;br /&gt;
::I've also seen it in .18.  Dwarf Therapist doesn't recognize it (calls it &amp;quot;UNKNOWN&amp;quot;).  I figure I might as well appoint this dwarf as my {{L|Militia Commander}}, since the choice is otherwise pretty arbitrary. [[User:Bognor|Bognor]] 15:39, 16 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=64000</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=64000"/>
		<updated>2010-02-27T22:09:04Z</updated>

		<summary type="html">&lt;p&gt;Ricree: added toady quote on magma men and boiling blood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE LIMIT QUOTES TO ~135 CHARACTERS OR LESS. (longest below are longer than that, but remain as &amp;quot;legacy&amp;quot; from Toady etc.)&lt;br /&gt;
&lt;br /&gt;
LONGER QUOTES MAY BE DELETED!&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;{{Choose|c={{rand|94}}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;There is nothing to catch in the magma pipe.&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Bug #563: mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;Bug #597: Flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
|&amp;lt;!--63--&amp;gt;Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;The carp has drowned.&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;Bug #871: babies fall to death when born on stairs&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;Bug #1031: a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
|&amp;lt;!--71--&amp;gt;&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
|&amp;lt;!--72--&amp;gt;You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--73--&amp;gt;Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
|&amp;lt;!--74--&amp;gt;...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
|&amp;lt;!--75--&amp;gt;Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
|&amp;lt;!--76--&amp;gt;&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
|&amp;lt;!--77--&amp;gt;Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
|&amp;lt;!--78--&amp;gt;I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
|&amp;lt;!--79--&amp;gt;&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
|&amp;lt;!--80--&amp;gt;&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
|&amp;lt;!--81--&amp;gt;It has stats. It can be killed.&lt;br /&gt;
|&amp;lt;!--82--&amp;gt;Bug #432: Bones pop out of coffins.&lt;br /&gt;
|&amp;lt;!--83--&amp;gt;Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
|&amp;lt;!--84--&amp;gt;If I &amp;lt;em&amp;gt;remembered&amp;lt;/em&amp;gt; what the fucking lever did, I'd &amp;lt;em&amp;gt;pull&amp;lt;/em&amp;gt; it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
|&amp;lt;!--85--&amp;gt;Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
|&amp;lt;!--86--&amp;gt;&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
|&amp;lt;!--87--&amp;gt;Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
|&amp;lt;!--88--&amp;gt;Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
|&amp;lt;!--89--&amp;gt;Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
|&amp;lt;!--90--&amp;gt;Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
|&amp;lt;!--91--&amp;gt;You haven't embarked on a quest - you've joined a religion. --Quietust &lt;br /&gt;
|&amp;lt;!--92--&amp;gt;[UNDER_PRESSURE] is only on the guts though, so the distinction will only matter for mods at this point.  Any pop-out will currently cause the two '~' to follow you around, even if the modded part is small. --[[Toady One]]&amp;lt;br /&amp;gt;It should also cause you to be followed around by a rockin' bassline. --Footkerchief&lt;br /&gt;
|&amp;lt;!--93--&amp;gt;The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined [[reactions]].&lt;br /&gt;
|&amp;lt;!--94--&amp;gt;There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=45504</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=45504"/>
		<updated>2009-09-19T19:48:15Z</updated>

		<summary type="html">&lt;p&gt;Ricree: /* Clear Cutting */  fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something 'just for a little while' and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Gym ([[pump operator]])===&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;&amp;lt;dwarf&amp;gt; cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
===Artillery proving ground ([[siege operator]])===&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
===Internship ([[bookkeeper]])===&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
&lt;br /&gt;
===Gulag ([[miner]])===&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
&lt;br /&gt;
===Renovation ([[stone detailing]])===&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
===Sweatshop ([[mason]])===&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])===&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
===Clear Cutting===&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Requires trainees and haulers to be spread out across the map while cutting, making them vulnerable to ambushes&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The gym is the best way to train large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
==Army corps of engineers==&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support.  Further, [[siege engine]]s can only be crewed by civilians, which complicates things somewhat.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a corps of engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skills of the engineer corps are [[mechanics]], [[masonry]], [[architecture]], and, optionally, [[siege operating]].  Candidates really don't need any prior skills, but if you can throw some immigrants that come with one of these skills already, awesome.  Note, however, that in its infancy, the engineer corps is going to be producing fairly little, so you should not use any dwarves who are fairly important.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.  Miners that have run out of digging work and are suddenly idle are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members is 5 to 6 for most fortresses.  As a rule of thumb, it's most productive to keep the Engineer Corps at about 7-10% of your population, rounded down.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army.  Remember, though, that engineer corps members are civilians and can be pulled away from their normal work for large hauling tasks when the need arises; you will not feel many downsides to occupying them.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a custom rank.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;Engineer&amp;quot;, because that can be a dwarf's auto-rank. Some suggestions for custom ranks are &amp;quot;ROTC,&amp;quot; &amp;quot;Reserves,&amp;quot; and &amp;quot;Multiple.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After your main fortress is mined out and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are suffused with stone, preferably in low-traffic areas, but be careful about [[noise]].  Corps workshops are extremely noisy, so don't build them too close to bedrooms.  A good place to start is near your stockpiles, because stone in your stockpiles interferes with the items you can put there.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways:&amp;lt;br&amp;gt;&lt;br /&gt;
*Go down the Allowed Users list and enable each of the engineer corps' members individually.  Tedious, but very effective.  Also allows you to stick with the same engineer corps for a long time.&amp;lt;br&amp;gt;&lt;br /&gt;
*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot;.  Useful if you're more interested in training [[mason]]s than keeping a static engineer corps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone blocks.  Put it on repeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
'''Why are we building blocks?:''' A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&amp;lt;br&amp;gt;&lt;br /&gt;
* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&amp;lt;br&amp;gt;&lt;br /&gt;
* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
* 4) Blocks can be organized into bins or simply left in the workshop, reducing stone clutter.  This is important for planning stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All along the training process, you should, of course, be building constructions as needed.  Greenhouse floors and basic walls are extremely important and should not be delayed.  This just provides a nice blueprint to making an effective engineer corps.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with where the masons are (no-tag is a good place to be), move on to training mechanics.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s right next to them.  Start churning out mechanisms.  After you've got a decent handful, you may decide to build experience by building levers and or linking them all a door.  Don't go too overboard with training mechanics.  Again, no-tag is a good place to be.  Mechanics are not used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to architecture.  The easiest way to do this is to build a bunch of supports around the mason's workshops (16 total).  Use the blocks you've been producing.  After they're done, tear them down to reclaim the block, then put them back up again.  This trains both architecture and masonry, giving you more net experience, but stagnating block production.  Further, as long as architecture is not enabled on your regular masons, they will not interfere with the training.  Architecture is useful, because dwarves trained in it will erect buildings faster, and seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After the architecture is at proficient or so, you can, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally) proficient siege operators.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=45503</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=45503"/>
		<updated>2009-09-19T19:47:44Z</updated>

		<summary type="html">&lt;p&gt;Ricree: Added clearcutting strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something 'just for a little while' and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Gym ([[pump operator]])===&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;&amp;lt;dwarf&amp;gt; cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
===Artillery proving ground ([[siege operator]])===&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
===Internship ([[bookkeeper]])===&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
&lt;br /&gt;
===Gulag ([[miner]])===&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
&lt;br /&gt;
===Renovation ([[stone detailing]])===&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
===Sweatshop ([[mason]])===&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])===&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
===Clear Cutting===&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;bt&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Requires trainees and haulers to be spread out across the map while cutting, making them vulnerable to ambushes&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The gym is the best way to train large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
==Army corps of engineers==&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support.  Further, [[siege engine]]s can only be crewed by civilians, which complicates things somewhat.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a corps of engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skills of the engineer corps are [[mechanics]], [[masonry]], [[architecture]], and, optionally, [[siege operating]].  Candidates really don't need any prior skills, but if you can throw some immigrants that come with one of these skills already, awesome.  Note, however, that in its infancy, the engineer corps is going to be producing fairly little, so you should not use any dwarves who are fairly important.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.  Miners that have run out of digging work and are suddenly idle are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members is 5 to 6 for most fortresses.  As a rule of thumb, it's most productive to keep the Engineer Corps at about 7-10% of your population, rounded down.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army.  Remember, though, that engineer corps members are civilians and can be pulled away from their normal work for large hauling tasks when the need arises; you will not feel many downsides to occupying them.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a custom rank.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;Engineer&amp;quot;, because that can be a dwarf's auto-rank. Some suggestions for custom ranks are &amp;quot;ROTC,&amp;quot; &amp;quot;Reserves,&amp;quot; and &amp;quot;Multiple.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After your main fortress is mined out and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are suffused with stone, preferably in low-traffic areas, but be careful about [[noise]].  Corps workshops are extremely noisy, so don't build them too close to bedrooms.  A good place to start is near your stockpiles, because stone in your stockpiles interferes with the items you can put there.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways:&amp;lt;br&amp;gt;&lt;br /&gt;
*Go down the Allowed Users list and enable each of the engineer corps' members individually.  Tedious, but very effective.  Also allows you to stick with the same engineer corps for a long time.&amp;lt;br&amp;gt;&lt;br /&gt;
*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot;.  Useful if you're more interested in training [[mason]]s than keeping a static engineer corps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone blocks.  Put it on repeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
'''Why are we building blocks?:''' A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&amp;lt;br&amp;gt;&lt;br /&gt;
* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&amp;lt;br&amp;gt;&lt;br /&gt;
* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
* 4) Blocks can be organized into bins or simply left in the workshop, reducing stone clutter.  This is important for planning stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All along the training process, you should, of course, be building constructions as needed.  Greenhouse floors and basic walls are extremely important and should not be delayed.  This just provides a nice blueprint to making an effective engineer corps.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with where the masons are (no-tag is a good place to be), move on to training mechanics.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s right next to them.  Start churning out mechanisms.  After you've got a decent handful, you may decide to build experience by building levers and or linking them all a door.  Don't go too overboard with training mechanics.  Again, no-tag is a good place to be.  Mechanics are not used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to architecture.  The easiest way to do this is to build a bunch of supports around the mason's workshops (16 total).  Use the blocks you've been producing.  After they're done, tear them down to reclaim the block, then put them back up again.  This trains both architecture and masonry, giving you more net experience, but stagnating block production.  Further, as long as architecture is not enabled on your regular masons, they will not interfere with the training.  Architecture is useful, because dwarves trained in it will erect buildings faster, and seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After the architecture is at proficient or so, you can, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally) proficient siege operators.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Restraint&amp;diff=27610</id>
		<title>40d Talk:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Restraint&amp;diff=27610"/>
		<updated>2009-07-06T00:52:45Z</updated>

		<summary type="html">&lt;p&gt;Ricree: /* Breeding + Restraints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you make ropes in the latest version?&lt;br /&gt;
&lt;br /&gt;
You make ropes from Cloth(or silk) at a Clothier's Workshop. Once you've made a Rope, you build it as a Restraint from the building menu  (b)-&amp;gt;(v) --[[User:Wahnsinniger|Wahnsinniger]] 12:30, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Are Restraints Destructable? ==&lt;br /&gt;
&lt;br /&gt;
It appears that ropes can be broken by prisoners. I think I've seen this 2-3 times, but I'd like someone else to verify -- [[User:SammyJ|SammyJ]]&lt;br /&gt;
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:My prisoners usually destroy nearby ropes when they tantrum and there were a few occasions when they became free without damaging any ropes. Not sure if they are able to destroy their rope.--[[User:Another|Another]] 17:35, 20 November 2007 (EST)&lt;br /&gt;
::Did you try with something metallic, like chains? --[[User:Eagle of Fire|Eagle of Fire]] 17:58, 20 November 2007 (EST)&lt;br /&gt;
:::One of my dwarfs in jail broke a chain made of lead. [[User:Jervill|Jervill]] 23:54, 1 July 2009 (UTC)&lt;br /&gt;
:I've had a war dog escape a rope. The rope wasn't damaged, and I just tied him back on.&lt;br /&gt;
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== Breeding + Restraints ==&lt;br /&gt;
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Do animals assigned to retraints breed normally? I know they don't breed while in cages. This info should be added here. --[[User:Felix the Cat|Felix the Cat]] 17:51, 18 July 2008 (EDT)&lt;br /&gt;
:They indeed do, I one of my roped war dogs sentries has a cloud of puppies around her. [[User:HeWhoIsPale|HeWhoIsPale]] 15:13, 2 October 2008 (EDT)&lt;br /&gt;
:They are supposed to.  There's some sort of bug floating around that sometimes prevents them from breeding if restrained.  It doesn't always happen (and was closed as unreproducible by Toady), but I've definitely experienced it at times even with the newest version.  Hopefully the huge rewrite of creature entities and whatnot will also clear it up whenever the new version comes out.--[[User:Ricree|Ricree]] 00:52, 6 July 2009 (UTC)&lt;br /&gt;
Not quite sure what you guys are talking about, since in 40d(5) my dogs are breeding just fine in cages. [[User:Schm0|Schm0]] 13:26, 31 December 2008 (EST)&lt;br /&gt;
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== Restraints + Adoption ==&lt;br /&gt;
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Note that I have three stray kittens which have been chained as sentry cats for over two years now, and they haven't adopted anyone. If it's true that chained animals won't attack, and chained cats won't adopt, then cats are a much wiser sentry resource. --[[User:RomeoFalling|RomeoFalling]] 22:52, 7 November 2008 (EST)&lt;br /&gt;
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:I've had a chained cat be adopted, although it took awhile.  It would appear that (1) Not all dwarves will be adopted by cats (In a fortress with exactly 2 dwarves and one cat the cat went 3 years and never adopted an owner, despite being unchained) and (2) Dwarves need to actually encounter the cat for the cat to have a chance to adopt the dwarf (my chained cat took over a year to adopt).  So chaining a cat can conceivably make it take much longer since candidate dwarves will encounter them less frequently since the cat won't hang around the food supply or common areas.  And, of course, if you chain them places where your dwarves won't travel...  It should be noted that chained cats will also not hunt vermin, even if said vermin is stupid enough to enter its square. --[[User:Squirrelloid|Squirrelloid]] 23:28, 1 January 2009 (EST)&lt;br /&gt;
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== Removing restraints ==&lt;br /&gt;
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I had a war dog on a chain at the front door, and then decided I wanted it somewhere else, so I ordered the chain removed.  Then I tried to build another restraint in the new place and it said I didn't have any chains.  I eventually discovered that the chain was in my war dog's inventory.  I ordered it to be dumped so I could take the chain off of it, but no one came to do it.  Same result for ordering it to be melted.  I checked, and the furnace operator had nothing to do.  Can I get my chain back, or will my dog keep collecting these chains as I move it place to place?--[[User:Aegeus|Aegeus]] 01:14, 27 March 2009 (UTC)&lt;br /&gt;
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:Is the chain forbidden?  Do you have somebody with refuse hauling free?  Do you have an active garbage dump [[zone]]?  Are all the refuse options set properly? --[[User:LegacyCWAL|LegacyCWAL]] 01:51, 27 March 2009 (UTC)&lt;br /&gt;
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::Perhaps you have to assign the chain to nobody first.--[[User:Mrdudeguy|Mrdudeguy]] 20:15, 14 May 2009 (UTC)&lt;br /&gt;
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== How does restraining animals affect frame rate? ==&lt;br /&gt;
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I am curious if restraining an animal improves, harms or doesn't affect frame rate.--[[User:Mrdudeguy|Mrdudeguy]] 20:18, 14 May 2009 (UTC)&lt;br /&gt;
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::I don't believe it helps, or not much. For short distances, the animals still has the option to path to another tile - and any creature can only move 1 tile at a time. So, the fact that a restrained animal can only path to one of several tiles is no diff than any other creature - for any one movement cycle.&lt;br /&gt;
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::(If animals have &amp;quot;larger plans&amp;quot; and path to distant locations, as cats sometimes seem to do, then it might help - or it might not, I don't know how that part of the code works.)&lt;br /&gt;
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::When it definitely comes in handy is if you build a &amp;quot;stall&amp;quot;, a 1-tile big room with a door, and restrain them there.  The door is &amp;quot;non-pet-passable&amp;quot; to keep them there - the restraint is to get them in there in the first place. Once there, they can get pregnant and bear young, but have nowhere to path.  If, somehow, they squeeze into the door-tile while it's open, they only have 1 other place to go - and the door shuts and locks on them when they do.--[[User:Albedo|Albedo]] 20:38, 14 May 2009 (UTC)&lt;br /&gt;
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== Moved from Chain/Rope Article discussion page ==&lt;br /&gt;
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Combined articles, for redundancy, size and to centralize related info, and as per suggestion by Admin.--[[User:Albedo|Albedo]] 16:03, 15 June 2009 (UTC)&lt;br /&gt;
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====from the DF wiki Admin====&lt;br /&gt;
This (Chain/Rope) article clearly violates C and S, but that can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
G, and possibly R, may require a merge or deletion of this page. --[[User:Savok|Savok]] 20:49, 2 November 2007 (EDT)&lt;br /&gt;
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==== Rope/Chain ====&lt;br /&gt;
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Someone has said that the rope and chaing are furniture.  Rope is a finished good.  I am not certain about chain, but I will check before changing the article.  --[[User:Geofferic|Geofferic]] 19:24, 20 November 2007 (EST)&lt;br /&gt;
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:The chain is constructed under the 'furniture' heading of the metalsmith's forge.  It's also 'built' in location the same way a table or door is.  However, it's built with the metal crafter skill and is decorated by the 'encrust finished goods' option in the jeweler's workshop.  I guess that makes it a finished good.  I'll change it in the article.  --[[User:Mzbundifund|Mzbundifund]] 19:43, 20 November 2007 (EST)&lt;br /&gt;
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::Is there a definitve rule about what is furniture vs finished goods vs what-have-you?  I'm going based on it being used inside of another object (like to make a well) and where it is stored.  I know that rope is stored in the finished good storage area, I'm not sure about chain.&lt;br /&gt;
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:::I'd suggest if dwarves stick it in a furniture stockpile, it's furniture. If they put it in a finished goods stockpile, it's finished goods. [[User:Rkyeun|Rkyeun]] 13:44, 8 May 2008 (EDT)&lt;br /&gt;
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:A rope/chain is a finished good. A &amp;quot;restraint&amp;quot; is a piece of furniture. And a well is building.  It's an unusual situation, but not one that should worry anyone - since you can't put a restraint (or a building) in a stockpile.--[[User:Albedo|Albedo]] 16:07, 15 June 2009 (UTC)&lt;br /&gt;
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A restraint actually is a building - the game calles it that, never furniture. The only reason for calling a '''chain''' (but never a restraint) furniture is cos it is build in the furniture submenu. --[[User:Höhlenschreck|Höhlenschreck]] 17:19, 20 June 2009 (UTC)&lt;br /&gt;
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==== Weapon Capabilities? ====&lt;br /&gt;
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Does anyone know wether or not chain is used as a whip during combat, or as just an improvised unskilled item? --[[User:Heliopios|Heliopios]] 13:28, 1 December 2007 (EST)&lt;br /&gt;
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Well, since there is no &amp;quot;whipsdwarf&amp;quot; profession, I'm guessing it wouldn't even register as a proper weapon. Probably unarmed, if anything. [[User:AlexFili|AlexFili]] 06:21, 9 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanical_logic&amp;diff=42977</id>
		<title>40d Talk:Mechanical logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanical_logic&amp;diff=42977"/>
		<updated>2008-09-08T17:02:44Z</updated>

		<summary type="html">&lt;p&gt;Ricree: Using Logic Output&lt;/p&gt;
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&lt;div&gt;This should be merged into [[computing]]. [[User:VengefulDonut|VengefulDonut]] 09:28, 2 July 2008 (EDT)&lt;br /&gt;
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I made it as a separate article because it seemed rather large, and I wanted to avoid swamping the computing thread, which covers all kinds of computing, with a massive amount of mechanical-only stuff.  Perhaps this page should be linked to by computing, instead? --[[User:Sukasa|Sukasa]] 18:35, 4 July 2008 (EDT)&lt;br /&gt;
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Also, the diagrams aren't clear. I suggest using {{[[template:RT|RT]]}} or {{[[template:qd|qd]]}}. [[User:VengefulDonut|VengefulDonut]] 09:30, 2 July 2008 (EDT)&lt;br /&gt;
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I'll do that, thanks. --[[User:Sukasa|Sukasa]] 18:35, 4 July 2008 (EDT)&lt;br /&gt;
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== Diagram Colour ==&lt;br /&gt;
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okay, just to maintain a clear colour scheme for anyone else who's making a Qd version of the diagrams...&lt;br /&gt;
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The Three primary colours are either for the first three inputs, or two inputs and the output if there are few enough inputs.&lt;br /&gt;
The Three two-colour combinations (Purple, Yellow, and Teal) are for the next three inputs, or outputs.&lt;br /&gt;
White or greyscale colours should be avoided, as they are too similar to the rest of the diagram.&lt;br /&gt;
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heh, I know these are somewhat hard-to-read, and for the adder, there aren't enough colours, but if for everything else we try and follow this, it should make it a little easier to read.  Lastly, in the memory logic devices, just colour D as if it were an input.  thanks to anyone who helps :D --[[User:Sukasa|Sukasa]] 18:52, 4 July 2008 (EDT)&lt;br /&gt;
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:IMO, It would be easier on you (for making the diagrams) and easier on others (for reading the diagrams) to leave them uncolored. [[User:VengefulDonut|VengefulDonut]] 19:41, 4 July 2008 (EDT)&lt;br /&gt;
::FWIW, I think the diagrams are pretty much incomprehensible at the moment; I think colour would help. --[[User:AlexChurchill|AlexChurchill]] 05:29, 7 July 2008 (EDT)&lt;br /&gt;
:Also, I think the diagrams would be much clearer if the graphics were presented as closely as possible to game graphics - using a lowercase o for an unlinked gearbox is very confusing. In fact, I think your OR gate is an AND gate and vice versa. [[User:VengefulDonut|VengefulDonut]] 19:49, 4 July 2008 (EDT)&lt;br /&gt;
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::The problem, then, however, is that for some of the more complicated gates, and definitely for the memory gates, that it becomes very difficult to know which gearboxes are supposed to be linked to, and which ones are supposed to sit there and spin when powered.&lt;br /&gt;
::Also, heh, I know those are confusing.  The gates themselves operate on a sort of backwards logic, so even I find it easiest just to look at it and say &amp;quot;okay, I figured this out a while ago. just use the gate, that'll be easiest to think with&amp;quot;--[[User:Sukasa|Sukasa]] 23:04, 6 July 2008 (EDT)&lt;br /&gt;
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== Not gates ==&lt;br /&gt;
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Since this article makes no mention of a machine-logic way to create a NOT gate, I don't think it is worth mentioning any of the machine derivatives of NOT gates either. The only NOT gate provided is a water logic gate, which is described on SL's water logic page. It's also trivial enough to set up a NOT gate before an input to make an AND NOT, a NAND, or a NOR using a normal gate coupled with a NOT that those aren't worth mentioning with or without a machine logic NOT gate available. [[User:VengefulDonut|VengefulDonut]] 19:54, 4 July 2008 (EDT)&lt;br /&gt;
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:&amp;quot;NOT or BUFFER&amp;quot; is listed down slightly, unless you mean before the article was merged &amp;gt;_&amp;gt; --[[User:Sukasa|Sukasa]] 23:05, 6 July 2008 (EDT)&lt;br /&gt;
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== Clocked Logic ==&lt;br /&gt;
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We could use some more Clocked Logic designs, since there aren't very many right now.  Anybody up for designing a few?--[[User:Sukasa|Sukasa]] 23:15, 6 July 2008 (EDT)&lt;br /&gt;
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== Using Logic Output ==&lt;br /&gt;
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Is there currently any way to use the result of a circuit for anything useful?  It seems to me that we ought to lobby Toady for something like a powered switch.  It could consume something like 5 power or so and toggle whenever the it gained/lost power.[[User:Ricree|Ricree]] 13:02, 8 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ricree</name></author>
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