<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rpb</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rpb"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Rpb"/>
	<updated>2026-05-28T07:36:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sparring&amp;diff=41272</id>
		<title>40d Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sparring&amp;diff=41272"/>
		<updated>2009-04-05T12:02:39Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Miners using Mining skill ==&lt;br /&gt;
&lt;br /&gt;
I've noticed my miners tend to get legendary in &amp;lt;u&amp;gt;Miner&amp;lt;/u&amp;gt; rather than Wrestler while sparring. So not only do they use their picks and Mining skill in combat, they gain XP in that as well. Can anyone confirm? [[User:Anydwarf|Anydwarf]] 13:45, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I read the Dwarf Fortress forums a while ago, and picks indeed use the mining skill for combat.&amp;lt;br /&amp;gt;Seems like picks are counted as spears with 40% damage reduction ( or atleast I think it was damage ) but have an insane critical rate.&amp;lt;br /&amp;gt;So a legendary miner will be able to hold of a horde of goblins all by himself, provided you can get a civilian to attack and dodge, since civilians are not inclined to attack enemies and do not use armor...&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:34, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Draft 'im, I guess. I've occasionally had the fortune of having a legendary miner happen to be in the area when a goblin ambush was sprung, and they've generally done quite well for &amp;quot;recruits&amp;quot; - goblins go flying everywhere. [[User:Bryan Derksen|Bryan Derksen]] 16:32, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
While we're on the subject, do miners hit Hero status if drafted to fight with their pick? --[[User:GreyMario|GreyMaria]] 15:20, 19 December 2008 (EST)&lt;br /&gt;
:I can confirm to you that they do not. --[[User:ThunderClaw|ThunderClaw]] 16:55, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Speed of training in combat and in sparring==&lt;br /&gt;
&lt;br /&gt;
One thing I've noticed is that my crossbow dwarves seem to gain experience quicker in combat than in target practice at the archery range. Whilst this might be down to availability of ammunition, maybe experience from sparring isn't worth as much as from the real thing, which would make sense. [[User:Extar|Extar]] 11:22, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It could also be that in combat, the marksdwarves are getting armor/shield user skill on top of their marksdwarf skill, which target practice doesn't do anything for --[[User:LegacyCWAL|LegacyCWAL]] 14:34, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They get it faster in combat. Perhaps by an order of magnitude. --[[User:Savok|Savok]] 08:42, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::...yeah, that'd do it. --[[User:LegacyCWAL|LegacyCWAL]] 16:57, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've witnessed something similar to this with recruits that are unarmed. What had happened was the recruits went into combat with some ambushers and jumped a few levels in wrestling fairly quickly. While Recruits who didn't fight but only spared took about a season to get the same skill in wrestling. [[User:Mission0|Mission0]] 15:41, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Training when and with who ==&lt;br /&gt;
&lt;br /&gt;
Would it be better to train everyone at different times?&lt;br /&gt;
People won't get as injured when sparring with someone with around equal attributes...I think.&lt;br /&gt;
And to do that you'll need to deactivate or put on duty those with high strength in case thats something that you can do to prevent injury. Or put those who are strong defensively with those who need training. Also, what I thought, since every job might develop some attributes slower than sparring or pumping, is to put them through training when their skills and use are not as needed and when they are needed again, they would be more efficient.&lt;br /&gt;
Is that painfully obvious to everyone else?&lt;br /&gt;
Something for everyone to figure out for themselves?&lt;br /&gt;
...yeah.--[[User:Seaneat|Seaneat]] 08:25, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
&lt;br /&gt;
I once had a dorf who arrived in a migrnat wave and was and Axedwarf. As soon as he started sparring he cut of some guys head. Is there a way to change this? [[User:Hoborobo|Hoborobo]] 10:52, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Undraft him. Give him a worse weapon. Give the other guys armour. Don't put him on sparring. --[[User:Juckto|Juckto]] 02:36, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Heh, same question but my dorf is a swordsdwarf... the only one in the place with a steel sword and steel armour... my poor conscripts don't stand a chance with their leather armour and wooden shields apparently. Oh well at least he didn't kill my overly fertile recruit mayor (it seems she must be popular, maybe that explains all the babies she keeps having)...&lt;br /&gt;
::My thought had been to use my first real millitary dwarf as the squad leader but what kind of NCO goes around killing the troops during training![[User:GarrieIrons|GarrieIrons]] 09:18, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Haven't dealt with a PO'd SGM have ya? :P --[[User:N9103|Edward]] 18:19, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Dwarven soldiers never intentionally kill one another during training.  However, imagine if during the modern world, karate teachers taught their students sword technique by using steel weapons.  You'd have a lot of dead students there, too.  In this sense DF is quite realistic; the problem is that the game doesn't yet allow dwarves to use non-lethal practice weapons instead, short of making players jump through hoops. --[[User:JT|JT]] 20:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I always put my trainees into a separate squad from anyone that hasn't undergone my training and equipping regime. Typically eliminates accidents like these, and helps keep my troops uniform, both in skill and equipment. Infact, they tend to stay in my trainee squad until they hit Elite level. Those that come pre-trained/equipped are usually placed into a 2nd squad and used as active guards. My civilian populace is placed into a 3rd squad lead by my favored dwarf.&lt;br /&gt;
:Squad 1 is almost always drafted and off duty, Squad Two is always on duty and either chasing down cretins or standing guard at my entrance for thieves and the like. Third Squad rarely is activated except in times of siege as an emergency retreat measure to force them to evacuate to behind the barracks. --[[User:N9103|Edward]] 18:19, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Metal Bolts + Target Practice ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;metal bolts will not be wasted on target practice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is true in the latest version - I think target practice uses the least valuable of all bolts available. In my current fortress I witnessed marksdwarves using no-adjective iron bolts for target practice when masterpiece bone bolts (most of them with extra adornment) were the other available ones. --[[User:Felix the Cat|Felix the Cat]] 23:17, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries From Furniture ==&lt;br /&gt;
&lt;br /&gt;
I noticed that my soldiers were receiving a lot of brain and spinal injuries when sparring in a bedroom barracks.  They were all wrestling, and using full bronze plate and bronze shields.  The room layout looked like this:&lt;br /&gt;
&lt;br /&gt;
 ####+####&lt;br /&gt;
 #.......#&lt;br /&gt;
 #.B.B.B.#&lt;br /&gt;
 #.......#&lt;br /&gt;
 +.B.B.B.+&lt;br /&gt;
 #.......#&lt;br /&gt;
 #.B.B.B.#&lt;br /&gt;
 #.......#&lt;br /&gt;
 ####+####&lt;br /&gt;
&lt;br /&gt;
Once I moved them to an empty barracks defined from a weapon rack, there were no more brain/spine injuries until they became legendary wrestlers/shield users and I switched them to weapon training.  A single dwarf received a spinal injury afterwards, but not before achieving &amp;quot;great macedwarf&amp;quot; status.  The others (9 of them) trained up to legendary weapon user status without incident.&lt;br /&gt;
&lt;br /&gt;
Can anyone else verify that the presence of furniture in barracks increases the rate of sparring injuries?  If so, this should be added to the artcle. --[[User:Chris Acheson|Chris Acheson]] 12:37, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't witnessed this.  My barracks is littered with beds, and only one of my dwarves got a brain injury (light gray) while training up to champion (first marksdwarf, then wrestling, then weapons).  I didn't even have them in especially good armor at first.  Perhaps you just got unlucky.--[[User:Maximus|Maximus]] 22:16, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fortress guard ==&lt;br /&gt;
&lt;br /&gt;
I know that the Fortress and Royal guards spar with great zeal, but will they use archery ranges if assigned crossbows? [[User:HeWhoIsPale|HeWhoIsPale]] 11:26, 16 September 2008 (EDT)&lt;br /&gt;
:Turns out yes, but not consistently. [[User:HeWhoIsPale|HeWhoIsPale]] 12:12, 16 September 2008 (EDT)&lt;br /&gt;
::Can anyone provide some additional experiences with guards being assigned crossbows? In fort A, they practiced until they ran out of bolts and then proceeded to spar with the crossbows in melee; in fort B, they practiced like once a month and never sparred in melee. [[User:HeWhoIsPale|HeWhoIsPale]] 08:35, 13 October 2008 (EDT)&lt;br /&gt;
:::As far as I can tell with my current batch of dwarves, the less skill they have the more often they will opt to use the archery targets rather than spar in the barracks. Not sure why, but some dwarves just do not like using archery targets it seems, even when they have bolts in their quivers. Here's a couple methods I've found work well in getting my dwarves back to the archery targets:&lt;br /&gt;
:::* Forbid all metal bolts&lt;br /&gt;
:::* Set weapon to unarmed, armor to clothes, and shield to none, then give crossbows back&lt;br /&gt;
:::* Dump/forbid all stacks of bolts smaller than 5 big&lt;br /&gt;
:::* Set them to carry no food/water (Make sure they drop waterskin/backpack)&lt;br /&gt;
:::* Ensure there are no sparring partners available (no Barracks or off duty Wrestlers/Hammerdwarves works)&lt;br /&gt;
:::--[[User:Elvang|Elvang]] 16:19, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Speed of Training while Sparring ==&lt;br /&gt;
&lt;br /&gt;
I have noticed something abnormal between dwarves that train.&lt;br /&gt;
&lt;br /&gt;
I Drafted 8 or so dwarves at roughly the same time. I have them all off duty and in their own individual squads right now since all of them being in a squad didn't seem to make a difference.&lt;br /&gt;
&lt;br /&gt;
What I'm noticing is that some Dwarves shoot up in wrestling skill tremendously fast, almost unrealistically. While some Dwarves train so slowly that while I have Dwarves at Champion level others are still only proficient wrestlers. [[User:Mission0|Mission0]] 18:07, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I noticed it as well --[[User:Jackrabbit|Jackrabbit]] 19:37, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a super-legendary miner go from Dabbling to Great wrestler tussling with just a single zombie Giant Rat.  Then again, the fight took what seemed like several in-game days, during which the miner got pretty badly injured before he finally finished the rat off.  I had drafted him to ensure that he would fight back properly... and because he hit 'Great', he became a [[Hero]] and would never work again, despite being my best miner... and mayor.  And manager.  And broker.  Heh.&lt;br /&gt;
&lt;br /&gt;
:Where sparring dwarves are concerned, I've found that sometimes while changing armor they fail to drop the items they're taking off, and extra stuff in the hands causes them to be unable to use their weapon or shield.  They still spar, but apparently as wrestlers.--[[User:Maximus|Maximus]] 21:39, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, it just occurred to me.  If they get even a minor brain, neck, or spine injury, they'll never heal, and never spar again.  Are the ones that aren't advancing injured?--[[User:Maximus|Maximus]] 23:19, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Happy Thoughts from Killing a Sparring Partner ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarves accidentally killed another in a sparring session, but received a happy thought.  His profile says he took joy in slaughter lately, and this is his only kill.  The other dwarf didn't die instantly, he suffocated.  Is this something isolated? - [[User:Ducky|Ducky]] 15:02, 30 November 2008 (EST)&lt;br /&gt;
:I've experienced something similar. In my case the dwarf who killed his sparring partner (a friend) received a happy thought for taking joy in slaughter, but an unhappy thought from losing said friend to tragedy. --[[User:Elvang|Elvang]] 16:26, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Changing wrestler occupation ==&lt;br /&gt;
&lt;br /&gt;
It seems impossible to make a crossbow dwarf from elite/hero wrestler. They will pick up crossbows, but not bolts, and will not practice at shooting range. This is VERY sad. A bug? --[[User:Alpha|Alpha]] 20:04, 9 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Its likely they are holding something they grabbed while wrestling. My champion wrestlers will practice at the shooting range, just very rarely, even when I have in excess of 2000 miscellaneous bolts. Most of the time after they fire a stack of bolts they get grabbed by another soldier/guard to go sparring before they get a chance to grab more bolts. Long term soldiers also get the life doesn't mean much to them anymore thought, which I'm assuming makes them less motivated. A couple of the other discussion topics on this page cover getting dwarves back to the archery targets. --[[User:Elvang|Elvang]] 04:58, 10 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wrasslin' ==&lt;br /&gt;
&lt;br /&gt;
I had some instances of axedwarves and wrestlers sparring.  After a few minutes, the axedwarves became wrestlers, even though they were using axes.  How does this work?&lt;br /&gt;
&lt;br /&gt;
:The wrestlers grapple with the axedwarves, the axedwarves have to grapple back, they get wrestling experience. This tends to build experience in wrestling faster than hitting stuff with weapons trains weapon skills, so their wrestler skill outstrips their axe skill.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45710</id>
		<title>40d Talk:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45710"/>
		<updated>2009-04-05T11:09:45Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pump operator notes=&lt;br /&gt;
Not sure the toughness note is really that important.  The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them.  It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else.  I've noticed gym graduates make fantastic hunters for example. --[[User:ThunderClaw|ThunderClaw]] 17:47, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year.  So if you have a finite number of dwarves you can spare for training, choose tough ones.  Strong ones can be put in plate and made to spar, or turned into siege operators.&lt;br /&gt;
&lt;br /&gt;
:Currently I'm training all my haulers, in shifts.  Ones that gain toughness get to keep pumping until they're ready for the military.  Strong ones get stone hauling duty.  Everyone else gets food, item, or refuse duty.--[[User:Maximus|Maximus]] 20:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I now give all my haulers the custom profession ''ROTC.'' --[[User:RomeoFalling|RomeoFalling]] 07:50, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Dwarf Powered Mill notes=&lt;br /&gt;
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. [[User:Denspb|Denspb]] 02:58, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Managing ==&lt;br /&gt;
&lt;br /&gt;
Assigning a dwarf to manager may be even better than clerking. I had two useless dwarves. Assigned one to clerk, another to manager+broker. Disabled hauling jobs for the manager. I then went to the manager screen and queued up a full screen of &amp;quot;Make Soap x30.&amp;quot; I chose soap because I don't even have an alchemist's workshop and I didn't want any jobs assigned to existing workshops and disrupting work flow. I lost track of how many times I had to go back in and cancel/re-issue the soap orders. The manager reached legendary while the clerk was still a pathetic high master. I didn't measure steps, but their offices and bedrooms were all very close together, should be around 5-10 steps difference for each dwarf to go get food/drink.&lt;br /&gt;
&lt;br /&gt;
Other factors:&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk has a husband (no kids), manager is single&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk went on break at least once&lt;br /&gt;
&amp;lt;br&amp;gt;-Hauling was still enabled for the clerk, not sure if she did any jobs though&lt;br /&gt;
&amp;lt;br&amp;gt;-At the beginning, Clerk had no skills, Manager had Normal Skill Wood Carving (not much good on my treeless map)&lt;br /&gt;
&amp;lt;br&amp;gt;-Manager met with human diplomat and traded at depot during training&lt;br /&gt;
&lt;br /&gt;
--[[User:Mjo625|Mjo625]] 17:18, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chit-chatting ==&lt;br /&gt;
&lt;br /&gt;
Having no meeting halls (well rooms, statue gardens etc) at all, and just having a single 1x1 meeting area REALLY boosted my haulers stats. I might not be the most efficient assigner of work orders, but some of the time most of my haulers were out of work and just spent their time at the meeting area chatting. I had a lot of proficient-or-higher in EVERY social skill within a couple of years. This might be an exploit. Thoughts? [[User:Tardface|Tardface]] 22:53, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes and no. Chatting dwarfs make friends... and if some dies... Well, you'll have a nice domino effect. Dwarf don't like to lose friends.  --[[User:Karl|Karl]] 23:12, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So, dwarves will actually be happier overall if you don't let them have any friends? :) [[User:Tardface|Tardface]] 23:15, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::In the long-run (which inevitably includes many random deaths) yes.. very much so. Rather few, are the fortresses that can survive a death among legendary haulers, and fewer still are those than can survive several. --[[User:N9103|Edward]] 21:06, 4 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not really. Random deaths are not exactly inevitable unless you want them to be, and party forts are pretty resilient when it comes to a couple odd deaths: everyone is racking up &amp;quot;talked to a friend lately&amp;quot; thoughts like crazy, so even if a few deaths push them down to miserable they will bounce back up to ecstatic in about a minute. The danger is that if you have more than a couple of deaths at once, the immediate surge in unhappiness may cause spontaneous insanity, which will lead to more deaths... [[User:Rpb|Rpb]] 11:09, 5 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45709</id>
		<title>40d Talk:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45709"/>
		<updated>2009-04-05T11:09:33Z</updated>

		<summary type="html">&lt;p&gt;Rpb: /* Chit-chatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pump operator notes=&lt;br /&gt;
Not sure the toughness note is really that important.  The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them.  It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else.  I've noticed gym graduates make fantastic hunters for example. --[[User:ThunderClaw|ThunderClaw]] 17:47, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year.  So if you have a finite number of dwarves you can spare for training, choose tough ones.  Strong ones can be put in plate and made to spar, or turned into siege operators.&lt;br /&gt;
&lt;br /&gt;
:Currently I'm training all my haulers, in shifts.  Ones that gain toughness get to keep pumping until they're ready for the military.  Strong ones get stone hauling duty.  Everyone else gets food, item, or refuse duty.--[[User:Maximus|Maximus]] 20:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I now give all my haulers the custom profession ''ROTC.'' --[[User:RomeoFalling|RomeoFalling]] 07:50, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Dwarf Powered Mill notes=&lt;br /&gt;
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. [[User:Denspb|Denspb]] 02:58, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Managing ==&lt;br /&gt;
&lt;br /&gt;
Assigning a dwarf to manager may be even better than clerking. I had two useless dwarves. Assigned one to clerk, another to manager+broker. Disabled hauling jobs for the manager. I then went to the manager screen and queued up a full screen of &amp;quot;Make Soap x30.&amp;quot; I chose soap because I don't even have an alchemist's workshop and I didn't want any jobs assigned to existing workshops and disrupting work flow. I lost track of how many times I had to go back in and cancel/re-issue the soap orders. The manager reached legendary while the clerk was still a pathetic high master. I didn't measure steps, but their offices and bedrooms were all very close together, should be around 5-10 steps difference for each dwarf to go get food/drink.&lt;br /&gt;
&lt;br /&gt;
Other factors:&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk has a husband (no kids), manager is single&lt;br /&gt;
&amp;lt;br&amp;gt;-Clerk went on break at least once&lt;br /&gt;
&amp;lt;br&amp;gt;-Hauling was still enabled for the clerk, not sure if she did any jobs though&lt;br /&gt;
&amp;lt;br&amp;gt;-At the beginning, Clerk had no skills, Manager had Normal Skill Wood Carving (not much good on my treeless map)&lt;br /&gt;
&amp;lt;br&amp;gt;-Manager met with human diplomat and traded at depot during training&lt;br /&gt;
&lt;br /&gt;
--[[User:Mjo625|Mjo625]] 17:18, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chit-chatting ==&lt;br /&gt;
&lt;br /&gt;
Having no meeting halls (well rooms, statue gardens etc) at all, and just having a single 1x1 meeting area REALLY boosted my haulers stats. I might not be the most efficient assigner of work orders, but some of the time most of my haulers were out of work and just spent their time at the meeting area chatting. I had a lot of proficient-or-higher in EVERY social skill within a couple of years. This might be an exploit. Thoughts? [[User:Tardface|Tardface]] 22:53, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes and no. Chatting dwarfs make friends... and if some dies... Well, you'll have a nice domino effect. Dwarf don't like to lose friends.  --[[User:Karl|Karl]] 23:12, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: So, dwarves will actually be happier overall if you don't let them have any friends? :) [[User:Tardface|Tardface]] 23:15, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::In the long-run (which inevitably includes many random deaths) yes.. very much so. Rather few, are the fortresses that can survive a death among legendary haulers, and fewer still are those than can survive several. --[[User:N9103|Edward]] 21:06, 4 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not really. Random deaths are not exactly inevitable unless you want them to be, and party forts are pretty resilient when it comes to a couple odd deaths: everyone is racking up &amp;quot;talked to a friend lately&amp;quot; thoughts like crazy, so even if a few deaths push them down to miserable they will bounce back up to ecstatic in about a minute. The danger is that if you have more than a couple of deaths at once, the immediate surge in unhappiness may cause spontaneous insanity, which will lead to more deaths...&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9845</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9845"/>
		<updated>2009-03-15T21:44:35Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200.  It is unknown whether mined-out rock counts as an &amp;quot;item created&amp;quot;, or whether bolts and units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace Operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Siege engineer]]&lt;br /&gt;
| [[Mechanic's workshop]]{{Verify}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftsdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]{{Verify}}&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves will use any stone including [[economic stone]] regardless of your economic stone settings. They will still ignore [[forbidden]] items, which must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) in order for them to use them for their strange mood project. You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another type of bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a personality preference for a specific material, such as Bismuth or Iron, then that specific sub type of material may be required, &amp;lt;!-- (verified by Mephansteras 9/30/2008) --&amp;gt;such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]]. For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material they want.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); Weavers, an article of clothing; Tanners, a leather armor or object. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat. Artifact weapons in weapon traps can also boost a room's value considerably, as in the case of trap components weapons.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed, or unpowered after claiming) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14310</id>
		<title>40d:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14310"/>
		<updated>2009-03-15T21:42:11Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 500&lt;br /&gt;
* [[Armor|Block]]% 500&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is by far the most rare and valuable [[metal]] in the game. It can only be found in mountainous areas, and only in small amounts. Care should be taken if it is found, since digging down several levels through it will lead you to the [[demon]] pits. After you reach the [[Glowing pits|pits]], a horde of demons will eventually be loosed on your fortress. These demons are very powerful and can wipe out even a mature, heavily defended fortress.&lt;br /&gt;
&lt;br /&gt;
Discovery of adamantine will also bring the attention of the [[King]], who will immigrate to your fortress once news of your discovery reaches him. If you have not otherwise met the criteria for attracting the King, he will arrive &amp;quot;disguised as a peasant.&amp;quot; His requirements appears to be the same in any case, so be prepared!&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
To start in a location which has adamantine (and the accompanying demon pits), you must start on a mountain tile ({{Raw Tile|∆|#FFFFFF|#000000}},{{Raw Tile|∆|#808080|#000000}},{{Raw Tile|▲|#FFFFFF|#000000}},{{Raw Tile|▲|#C0C0C0|#000000}},{{Raw Tile|▲|#808080|#000000}},{{Raw Tile|▲|#00FFFF|#000000}},{{Raw Tile|^|#FFFFFF|#000000}},{{Raw Tile|^|#808080|#000000}},{{Raw Tile|^|#00FFFF|#000000}}) or volcano tile ({{Raw Tile|^|#FF0000|#000000}}) in the Region map. The adamantine and pits will be located somewhere within the Local map of that region. It is more likely to be found on a Local map square which also shows as mountain. The adamantine will occupy only one Local square, though the demon pits may extend beyond it. &lt;br /&gt;
&lt;br /&gt;
Deposits are not visible on the Region/World maps or the Local maps by default, but can be turned visible by setting SHOW_EMBARK_OTHER to ALWAYS in init.txt, in which case they appear as {{tile|£|#0FF}} on the local embark map.&lt;br /&gt;
&lt;br /&gt;
==Veining==&lt;br /&gt;
Curiously, adamantine veins tend to span z-levels more than the xy planes.  Finding a short section of adamantine only 2x1 or 3x1, dig up or down a z-level and you'll probably find another short section.&lt;br /&gt;
To view examples of this phenomenon, check out the [http://mkv25.net/dfma/poi-2837-addyveinstotallyz-spanning DFMA Point of Interest] and [http://mkv25.net/dfma/movie-290-z-leveladamantinevein a movie] recording the layout of a vein.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. The process is extremely slow for an unskilled laborer. Adamantine strands are worth 1800☼ each, while the raw adamantine is worth 750.&lt;br /&gt;
&lt;br /&gt;
Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at any [[smelter]]. Adamantine wafers are worth 1500☼ each - curiously, less than the strands they are smelted from. Adamantine wafers are treated much like [[bar]]s of other metal, and can be forged into a variety of useful items. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a [[loom]]. Adamantine strands may be dyed, but if they are melted into wafers the they will return to their normal color and value.&lt;br /&gt;
&lt;br /&gt;
Forging things out of adamantine requires a number of wafers equal to item's MATERIAL_SIZE. This is usually about three times as many as are needed for constructions with bars of other metals, since one metal bar counts for 3 MATERIAL_SIZE. For instance, plate mail has [MATERIAL_SIZE:9] and normally requires three metal bars to forge; adamantine plate mail requires nine adamantine wafers. Helm has [MATERIAL_SIZE:2] and normally requires one metal bar to forge; adamantine helm requires two adamantine wafers. Large furniture takes 9 full wafers and small furniture (buckets, chains) takes 3 full wafers (compare to 3 bars and 1 bar respectively for other metals). Miscellaneous craft items are only 1 wafer, and you still get a full set of 3 goblets. This makes goblets far and away the best option if you want to maximize your adamantine wealth, even moreso than in other materials.&lt;br /&gt;
&lt;br /&gt;
Note that if you try to melt down adamantine objects, you recover wafers at the same rate that you would normally recover bars, so trying to melt down lower-quality adamantine items to reforge them gets prohibitively expensive in a hurry--adamantine plate mail takes 9 wafers to forge and yields slightly less than a single wafer when melted for scrap.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Adamantine is so valuable that a special message pops up when you discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Raw adamantine may also be processed into [[stone]] goods in the same way as other economic stone.  In its raw form, it has a [[Item value|value multiplier]] of x250 (as opposed to adamantine metal, which is x300).  Raw adamantine blocks are worth 1250☼.&lt;br /&gt;
&lt;br /&gt;
Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron. [[Weapon]]s and [[armor]] made from adamantine are 5 times stronger than equivalent [[iron]] objects.&lt;br /&gt;
&lt;br /&gt;
Adamantine is one of the few [[magma-safe]] materials. Raw adamantine is the only [[stone]], aside from [[bauxite]], that can be used to make magma-safe [[mechanism]]s. (To do this, you must lift the [[economic stone|restrictions]] on its use via the Stone submenu of the [[status]] screen.)  Mechanisms can also be made from a single{{verify}} adamantine wafer at a [[forge]] or [[magma forge]], under &amp;quot;trap components&amp;quot; -- this cannot be done with any other metal.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Raw Adamantine is stored in stone stockpiles with &amp;quot;Raw Adamantine&amp;quot; enabled in that stockpile's 'other stone' category. &lt;br /&gt;
&lt;br /&gt;
However once strands are extracted, they are stored in a cloth pile.  It is unfortunately impossible to directly segregate adamantine from plant fiber and silk cloth, because all cloth apparently counts as non-plant/animal products as far as the game is concerned, and adamantine does not appear as a thread/cloth type in the cloth custom stockpile menu. To create a stockpile for adamantine strands designate a cloth stockpile set to accept no types of thread or cloth and tell this stockpile to take from all other cloth stockpiles.&lt;br /&gt;
&lt;br /&gt;
Wafers are stored in bar/block piles with adamantine enabled. All other goods can be stored in any stockpile with the adamantine metal enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thresher&amp;diff=45272</id>
		<title>40d Talk:Thresher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thresher&amp;diff=45272"/>
		<updated>2008-10-15T03:04:09Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does skill level have any effect? [[User:RomeoFalling|RomeoFalling]] 22:33, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Like most jobs it makes for faster job processing, but it doesn't affect threshing output.[[User:Rpb|Rpb]] 23:04, 14 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10068</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10068"/>
		<updated>2007-11-24T21:27:07Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not 100? ==&lt;br /&gt;
&lt;br /&gt;
I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
:::The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27173</id>
		<title>40d Talk:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27173"/>
		<updated>2007-11-18T17:48:32Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What makes something &amp;quot;minced?&amp;quot; And what are the values for each type of prepared meal? [[User:Schm0|Schm0]] 07:34, 18 November 2007 (EST)&lt;br /&gt;
:&amp;quot;Minced&amp;quot; is simply a description of food items that get added to a meal. If a cook grabs a plump helmet and a turtle, the resulting meal would be described as having &amp;quot;minced plump helmet&amp;quot; and &amp;quot;minced turtle&amp;quot;, or &amp;quot;finely minced&amp;quot; etc. based on the skill of the cook. [[User:Rpb|Rpb]] 12:48, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kitchen&amp;diff=18544</id>
		<title>40d:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kitchen&amp;diff=18544"/>
		<updated>2007-11-18T17:48:19Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Kitchen|key=z|job=Cooking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Sugar]]&lt;br /&gt;
* [[Syrup]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
|production=&lt;br /&gt;
* Prepared meal&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kitchen''' is a [[workshop]] used by a [[cook]]. The cook uses this [[workshop]] primarily to combine base ingredients (meat, plump helmets, ect.) into prepared [[food]]. It is also used to render [[fat]] into [[tallow]].&lt;br /&gt;
&lt;br /&gt;
== Prepared Meals ==&lt;br /&gt;
&lt;br /&gt;
On the '''Kitchen''' submenu of the Overall Status screen ({{key|z}}), you can specify which foods the kitchen is allowed to cook (and also which plants the [[still]] is allowed to brew).  Blue means &amp;quot;cook this food&amp;quot;; red means &amp;quot;do not cook&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are three grades of meals you can prepare at a kitchen:&lt;br /&gt;
&lt;br /&gt;
* '''Easy''' (biscuit) requires two cookable items.&lt;br /&gt;
* '''Fine''' (stew) requires three cookable items.&lt;br /&gt;
* '''Lavish''' (roast) requires four cookable items.&lt;br /&gt;
&lt;br /&gt;
The items to be cooked do not have to be different: for instance, a cook might combine two plump helmet spawn into a stack of two &amp;quot;plump helmet spawn biscuits&amp;quot;, or four spawn into four &amp;quot;plump helmet spawn roasts&amp;quot;.  The amount of food produced always equals the total number of food items used.  &lt;br /&gt;
&lt;br /&gt;
If large stacks of food are used as the ingredients, a large stack of meals will be produced.  For instance, 22 &amp;quot;Minced cave fish roasts&amp;quot; would be created from &amp;quot;minced cave fish [5], minced turtle, minced dwarven wine [14], and minced turtle [2]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Prepared meals do not produce any byproducts such as [[seeds]], [[shell]]s, or [[bone]]s when cooked or eaten.  This makes them ideal for placement in dining rooms located far away from your main population because food and refuse haulers will not have to trek long distances to retrieve the seeds or bones left after a meal, and a single enormous meal stack can feed several dwarves for a year or more.&lt;br /&gt;
&lt;br /&gt;
Regardless of the type of meal you produce, a stack of prepared meals has a base value of 10 for each meal in the stack, multiplied by quality ratings as other objects are. There may be a bug in calculating the quality of a stack of meals, however.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3444</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3444"/>
		<updated>2007-11-17T20:32:59Z</updated>

		<summary type="html">&lt;p&gt;Rpb: have seen &amp;quot;city broker/manager&amp;quot; in advanced forts, updated to reflect this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nobles are dwarves that have special duties in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
These are nobles you can appoint through the Nobles &amp;amp; Administrators Screen.&lt;br /&gt;
&lt;br /&gt;
* [[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]]. Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
** [[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
** Upgrades to [[Hamlet broker]] after 20 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Village broker]] after 50 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Town broker]] after 80 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[City broker]] after 100?? dwarfs.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* [[Outpost manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
** Upgrades to [[Hamlet manager]] after 20 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Village manager]] after 50 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Town manager]] after 80 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[City manager]] after 100?? dwarfs.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
** Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
** [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in immigration waves and cannot be appointed by the player.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for animals and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
* [[Philosopher]]: Has no labor options turned on, but has no requirements and makes no mandates.&lt;br /&gt;
* [[Baron]]: Activates dwarven economy ''and'' does not appear in the current version. &lt;br /&gt;
* [[King]]: Little is known about the King at this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23744</id>
		<title>40d Talk:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23744"/>
		<updated>2007-11-17T19:22:17Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know what triggers the dungeon master now? I have absolutely NO coins whatsoever and he just showed up at the start of my 4th spring. [[User:Rpb|Rpb]] 11:54, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a point to the image? --[[User:Eagle of Fire|Eagle of Fire]] 01:38, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it's there to show what skills the Dungeon Master starts with. Putting the same in plain text would work better, methinks. --[[User:Zirik|Zirik]] 03:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::My oppinion also. --[[User:Eagle of Fire|Eagle of Fire]] 00:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
He showed up here in summer 1055 with the 'normal'/standard skill level in those four skills mentioned in the article (Animal Trainer, Animal Caretaker, Furnace Operator, Metal Crafter).  I've got no coins either. Created wealth was around 70k, around 60-70 dwarves. Maybe it's the number of pets? I have 123.--[[User:SL|SL]] 00:43, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Probably not. I got him in 1054 with no more than 25 animals, and had passed 70k wealth long ago so that wasn't it either. Number of dwarves? 1054 would have been the first year after I hit 50 dwarves, which might be the case with yours as well. [[User:Rpb|Rpb]] 01:36, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I got him, I had 57 dwarves. The requirement is probably 50 dwarves, we all have that number in common. --[[User:Valdemar|Valdemar]] 10:19, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I dont think the requirement is 50 dwarves, i have the dungeon master arrive when i was nearing the 80 Mark, and had a wealth of around 200k. --[[User:Fedaykin|Fedaykin]] 20:48, 15 November 2007 (EST)&lt;br /&gt;
::Were you nearing the 80 mark BEFORE or AFTER the migration when he showed up? A requirement of 50 dwarves to trigger him would mean you would probably have 70+ dwarves by the time he actually arrives, since he generally shows up at the same time as 20 other immigrants.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker_skills&amp;diff=23698</id>
		<title>40d Talk:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker_skills&amp;diff=23698"/>
		<updated>2007-11-16T16:38:53Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:I combined these skills since all the entries are the same. [[User:Jikor|Jikor]] 08:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
 It is gained by:&lt;br /&gt;
 * Proposing an unsuccessful trade at the depot.&lt;br /&gt;
&lt;br /&gt;
:This seem to controdict the earlier statement that this is a way that the skills are '''not''' gained. Is this skill an exception or what? I think we should make this article clearer. --[[User:Mizipzor|Mizipzor]] 09:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::In my first fort I tried to buy out the dwarven caravan with not enough goods, after enough attempts (removing one item each time), the caravan took offence and left. My broker gained the comedian skill after that. So unsuccessful trades do gain skills (not sure if its a random skill or depends how you offended the caravan), anyway the assertion in this article appears to be wrong. [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
&lt;br /&gt;
:::I just copied the text from the previous articles on the subject I haven't really tested these yet. [[User:Jikor|Jikor]] 06:09, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I am sure that the 'appraiser' skill is trained before the actual trade. My broker went to sleep at the unlucky moment and I allowed anyone to trade with 6-wagon human caravan. The dwarf that came to trade wasn't even dabbling at appraising and when I pressed 'trade' at the depot - he saw all the items' prices. So I actually cancelled trade that time and looked at the dwarf again - he was now competent appraiser. I guess that some experience in appraising skill (maybe 1?) is gained when a dwarf determines the price of each single merchant item for the first time. Later I bought out that whole caravan and the dwarf became dabbling in a handful of other skills. I guess that each successfull and each rejected trade attempt gives some amount(10?, 20?, 50?) in their corresponding 2 partially overlapping sets of social skills. Some experiments can be conducted to determine the exact amounts of skill gains.--[[User:Another|Another]] 07:55, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I can confirm this. Appraiser goes up just from opening the trading menu, before you've even started putting together an offer. As a result it goes up much faster than any of the other skills, especially once the big caravans start rolling in.&lt;br /&gt;
&lt;br /&gt;
Judge of Intent seems to go up on just about every attempted trade, even failed attempts. It seems to go up slightly faster than most of the other skills, which seem to be applied somewhat randomly, based off your broker's personality and possibly other factors (personalities of the foreign merchants?) For instance, my broker has been gaining Persuader, Negotiator, and Intimidator, with ocassional smaller gains in Comedian. [[User:Rpb|Rpb]] 20:21, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do any of the broker skills actually do anything past novice? I had thought appraiser (or maybe another one) gave a bonus to the value of your goods but I'm not seeing it anymore - probably I had been trading something they asked for without realizing it. Unless you order something heavy (like stone blocks or metal bars) caravans almost always seem to bring enough to enable novice appraiser so you can see the prices, and seeing as the mood thing doesn't really matter much there does not seem to be a lot of point in using a dedicated broker at all. --[[User:BurnedToast|BurnedToast]] 23:51, 11 November 2007 (EST)&lt;br /&gt;
:I don't know if appraiser or judge of intent do anything once past novice. Getting the other skills up a couple ranks does make it a lot easier to get full value on your trades (the traders are much less likely to reject deals or make counter-offers asking for more stuff), so if you're stingy about what you trade away you might as well have a dedicated broker. Even then there seems to be a definite point of diminishing returns, though, as my broker only has 2-4 ranks in four skills and he almost always gets the traders to accept on profit margins of 1-5% or less. Which is probably a good considering their slow rate of advancement, since he started with 5 ranks in negotiation skills and has taken 6 years of dedicated brokering to get the other ranks.[[User:Rpb|Rpb]] 23:59, 11 November 2007 (EST)&lt;br /&gt;
::I noticed that, with a low skill, the trader would often ask for more of what you are presenting him before he agrees to trade. Which is probably because I always try to give them the same kind of stone stuff, mainly stone crafts, and the trader look for profit ''and'' diversity. At a time, in a map in which I had no wood and was bent on trying to purchase bins and barrels only to have them in my inventory 'cause I wasn't able to start my metal industry yet, the merchant was also bent in asking for the bins of my trade goods also, along with a few other items I would have rather prefered keeping in stock but didn't mind that much. I had to raise his profit for him to be willing to oversee those demands. In my current fortress, the highest starting skill I gave to my leader was judge of intent. I'll see later on if it make a difference in the haggling process. I am guessing that, with a high enough skill level, my leader will be the one asking for more stuff instead of the inverse. Or maybe it's also related to another talk skill... --[[User:Eagle of Fire|Eagle of Fire]] 13:14, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does it make sense for the &amp;quot;Liar' skill to redirect to the broker skills page?  From what I can tell the liar skill isn't trained by trading, or any current noble function.&lt;br /&gt;
:I'm pretty sure that it is, but your broker's skill usage is determined by their personality. i.e. if you put someone who is dishonest towards others in charge of trading, then they'll use the Liar skill.[[User:Rpb|Rpb]] 11:38, 16 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bronze&amp;diff=25660</id>
		<title>40d:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bronze&amp;diff=25660"/>
		<updated>2007-11-12T14:55:17Z</updated>

		<summary type="html">&lt;p&gt;Rpb: uses ingame colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Bronze|color=#880|bgcolor=#C00|color1=#880|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Copper]] [[bar]] or [[ore]]&lt;br /&gt;
* 1 [[Tin]] [[bar]] or [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Armor|Block]]% 75&lt;br /&gt;
* [[Damage]]% 75&lt;br /&gt;
* [[Material value]] 5}}&lt;br /&gt;
[[category:metals]]&lt;br /&gt;
&lt;br /&gt;
Bronze is harder than either the copper or tin it is made from, making it suitable for weapons and armor if iron isn't available.&lt;br /&gt;
Otherwise, it can be cast into statues.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Alloy&amp;diff=15438</id>
		<title>Template:Alloy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Alloy&amp;diff=15438"/>
		<updated>2007-11-12T14:53:09Z</updated>

		<summary type="html">&lt;p&gt;Rpb: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.5em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{uses|}}}&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Recipe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{recipe}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{properties}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Gold]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Gold]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
[[Category:materials templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Alloy&amp;diff=15437</id>
		<title>Template:Alloy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Alloy&amp;diff=15437"/>
		<updated>2007-11-12T14:50:53Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.5em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|╪|{{{color1}}}|{{{bgcolor}}}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{uses|}}}&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Recipe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{recipe}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{properties}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Gold]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Gold]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
[[Category:materials templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Alloy&amp;diff=15436</id>
		<title>Template:Alloy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Alloy&amp;diff=15436"/>
		<updated>2007-11-12T14:50:04Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.5em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|╪|{{{color1}}}|{{{color2}}}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{uses|}}}&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Recipe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{recipe}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{properties}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Gold]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Gold]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
[[Category:materials templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker_skills&amp;diff=23695</id>
		<title>40d Talk:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker_skills&amp;diff=23695"/>
		<updated>2007-11-12T04:59:45Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:I combined these skills since all the entries are the same. [[User:Jikor|Jikor]] 08:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
 It is gained by:&lt;br /&gt;
 * Proposing an unsuccessful trade at the depot.&lt;br /&gt;
&lt;br /&gt;
:This seem to controdict the earlier statement that this is a way that the skills are '''not''' gained. Is this skill an exception or what? I think we should make this article clearer. --[[User:Mizipzor|Mizipzor]] 09:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::In my first fort I tried to buy out the dwarven caravan with not enough goods, after enough attempts (removing one item each time), the caravan took offence and left. My broker gained the comedian skill after that. So unsuccessful trades do gain skills (not sure if its a random skill or depends how you offended the caravan), anyway the assertion in this article appears to be wrong. [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
&lt;br /&gt;
:::I just copied the text from the previous articles on the subject I haven't really tested these yet. [[User:Jikor|Jikor]] 06:09, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I am sure that the 'appraiser' skill is trained before the actual trade. My broker went to sleep at the unlucky moment and I allowed anyone to trade with 6-wagon human caravan. The dwarf that came to trade wasn't even dabbling at appraising and when I pressed 'trade' at the depot - he saw all the items' prices. So I actually cancelled trade that time and looked at the dwarf again - he was now competent appraiser. I guess that some experience in appraising skill (maybe 1?) is gained when a dwarf determines the price of each single merchant item for the first time. Later I bought out that whole caravan and the dwarf became dabbling in a handful of other skills. I guess that each successfull and each rejected trade attempt gives some amount(10?, 20?, 50?) in their corresponding 2 partially overlapping sets of social skills. Some experiments can be conducted to determine the exact amounts of skill gains.--[[User:Another|Another]] 07:55, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I can confirm this. Appraiser goes up just from opening the trading menu, before you've even started putting together an offer. As a result it goes up much faster than any of the other skills, especially once the big caravans start rolling in.&lt;br /&gt;
&lt;br /&gt;
Judge of Intent seems to go up on just about every attempted trade, even failed attempts. It seems to go up slightly faster than most of the other skills, which seem to be applied somewhat randomly, based off your broker's personality and possibly other factors (personalities of the foreign merchants?) For instance, my broker has been gaining Persuader, Negotiator, and Intimidator, with ocassional smaller gains in Comedian. [[User:Rpb|Rpb]] 20:21, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do any of the broker skills actually do anything past novice? I had thought appraiser (or maybe another one) gave a bonus to the value of your goods but I'm not seeing it anymore - probably I had been trading something they asked for without realizing it. Unless you order something heavy (like stone blocks or metal bars) caravans almost always seem to bring enough to enable novice appraiser so you can see the prices, and seeing as the mood thing doesn't really matter much there does not seem to be a lot of point in using a dedicated broker at all. --[[User:BurnedToast|BurnedToast]] 23:51, 11 November 2007 (EST)&lt;br /&gt;
:I don't know if appraiser or judge of intent do anything once past novice. Getting the other skills up a couple ranks does make it a lot easier to get full value on your trades (the traders are much less likely to reject deals or make counter-offers asking for more stuff), so if you're stingy about what you trade away you might as well have a dedicated broker. Even then there seems to be a definite point of diminishing returns, though, as my broker only has 2-4 ranks in four skills and he almost always gets the traders to accept on profit margins of 1-5% or less. Which is probably a good considering their slow rate of advancement, since he started with 5 ranks in negotiation skills and has taken 6 years of dedicated brokering to get the other ranks.[[User:Rpb|Rpb]] 23:59, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25393</id>
		<title>40d Talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25393"/>
		<updated>2007-11-11T22:53:03Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Here kitty!===&lt;br /&gt;
What are the triggers for semi- and megabeasts? Is there any way to encourage them? [[User:Runspotrun|Runspotrun]] 16:47, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Pretty sure semimegabeasts don't attack in fortress mode. Don't know what triggers megabeasts in this version. On my current fort, I saw my first (a hydra) after 100 pop, don't know if that's the trigger or if it was just a coincidence.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23741</id>
		<title>40d Talk:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23741"/>
		<updated>2007-11-11T06:36:44Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know what triggers the dungeon master now? I have absolutely NO coins whatsoever and he just showed up at the start of my 4th spring. [[User:Rpb|Rpb]] 11:54, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a point to the image? --[[User:Eagle of Fire|Eagle of Fire]] 01:38, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it's there to show what skills the Dungeon Master starts with. Putting the same in plain text would work better, methinks. --[[User:Zirik|Zirik]] 03:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::My oppinion also. --[[User:Eagle of Fire|Eagle of Fire]] 00:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
He showed up here in summer 1055 with the 'normal'/standard skill level in those four skills mentioned in the article (Animal Trainer, Animal Caretaker, Furnace Operator, Metal Crafter).  I've got no coins either. Created wealth was around 70k, around 60-70 dwarves. Maybe it's the number of pets? I have 123.--[[User:SL|SL]] 00:43, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Probably not. I got him in 1054 with no more than 25 animals, and had passed 70k wealth long ago so that wasn't it either. Number of dwarves? 1054 would have been the first year after I hit 50 dwarves, which might be the case with yours as well. [[User:Rpb|Rpb]] 01:36, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10056</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10056"/>
		<updated>2007-11-11T03:29:37Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker_skills&amp;diff=23693</id>
		<title>40d Talk:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker_skills&amp;diff=23693"/>
		<updated>2007-11-11T01:21:06Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:I combined these skills since all the entries are the same. [[User:Jikor|Jikor]] 08:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
 It is gained by:&lt;br /&gt;
 * Proposing an unsuccessful trade at the depot.&lt;br /&gt;
&lt;br /&gt;
:This seem to controdict the earlier statement that this is a way that the skills are '''not''' gained. Is this skill an exception or what? I think we should make this article clearer. --[[User:Mizipzor|Mizipzor]] 09:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::In my first fort I tried to buy out the dwarven caravan with not enough goods, after enough attempts (removing one item each time), the caravan took offence and left. My broker gained the comedian skill after that. So unsuccessful trades do gain skills (not sure if its a random skill or depends how you offended the caravan), anyway the assertion in this article appears to be wrong. [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
&lt;br /&gt;
:::I just copied the text from the previous articles on the subject I haven't really tested these yet. [[User:Jikor|Jikor]] 06:09, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I am sure that the 'appraiser' skill is trained before the actual trade. My broker went to sleep at the unlucky moment and I allowed anyone to trade with 6-wagon human caravan. The dwarf that came to trade wasn't even dabbling at appraising and when I pressed 'trade' at the depot - he saw all the items' prices. So I actually cancelled trade that time and looked at the dwarf again - he was now competent appraiser. I guess that some experience in appraising skill (maybe 1?) is gained when a dwarf determines the price of each single merchant item for the first time. Later I bought out that whole caravan and the dwarf became dabbling in a handful of other skills. I guess that each successfull and each rejected trade attempt gives some amount(10?, 20?, 50?) in their corresponding 2 partially overlapping sets of social skills. Some experiments can be conducted to determine the exact amounts of skill gains.--[[User:Another|Another]] 07:55, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::I can confirm this. Appraiser goes up just from opening the trading menu, before you've even started putting together an offer. As a result it goes up much faster than any of the other skills, especially once the big caravans start rolling in.&lt;br /&gt;
&lt;br /&gt;
Judge of Intent seems to go up on just about every attempted trade, even failed attempts. It seems to go up slightly faster than most of the other skills, which seem to be applied somewhat randomly, based off your broker's personality and possibly other factors (personalities of the foreign merchants?) For instance, my broker has been gaining Persuader, Negotiator, and Intimidator, with ocassional smaller gains in Comedian. [[User:Rpb|Rpb]] 20:21, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23736</id>
		<title>40d Talk:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23736"/>
		<updated>2007-11-08T16:54:24Z</updated>

		<summary type="html">&lt;p&gt;Rpb: New page: Anyone know what triggers the dungeon master now? I have absolutely NO coins whatsoever and he just showed up at the start of my 4th spring. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know what triggers the dungeon master now? I have absolutely NO coins whatsoever and he just showed up at the start of my 4th spring. [[User:Rpb|Rpb]] 11:54, 8 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rose_gold&amp;diff=21586</id>
		<title>40d Talk:Rose gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rose_gold&amp;diff=21586"/>
		<updated>2007-11-06T17:35:46Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't this be a better choice than straight gold, now that fuel is a concern due to nonguaranteed magma? One piece of charcoal or coke would be enough for four bars of rose gold, as opposed to one of gold... and the value of rose gold is the same as three gold bars and one copper. Interesting thing to debate.[[User:Kefkakrazy|Kefkakrazy]] 04:51, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Many of the new alloys, including rose gold, require you to first smelt ore into bars and then combine the bars. You're actually using up 5 pieces of fuel to make rose gold, since each piece of metal has to be smelted individually first before alloying. All of the alloys from the previous version can still be done straight from raw ore, though. [[User:Rpb|Rpb]] 12:35, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21038</id>
		<title>40d:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_management&amp;diff=21038"/>
		<updated>2007-11-05T19:59:08Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stonestonestonestonestones....&lt;br /&gt;
&lt;br /&gt;
'''Stones and ores come in abundance and overflow in your fortress. So how do you get rid of them?'''&lt;br /&gt;
&lt;br /&gt;
== Techniques ==&lt;br /&gt;
These techniques are developed by players throughout the history of dwarf fortress playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== -Catapult it! ===&lt;br /&gt;
Build a catapult (or three), and assign a dwarf (or three) to keep firing stones into walls. The stones will shatter and be gone from your sight!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== -Stockpile it! ===&lt;br /&gt;
This is not a recommended method due to space-requirements.&lt;br /&gt;
Build a large stockpile for stone away from your fortress. Dwarves will carry stones out to the stockpile, and it atleast be away from your fortress. The stockpile needs to be placed somewhere without stones, because only 1 stone will be placed per tile, and will result in long hauling trips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== -Dump it! ===&lt;br /&gt;
This is a preferred method due to the nature of its usefulness. However, it could easily be considered an exploit, and might not work in later versions of dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
==== How to do it ====&lt;br /&gt;
-Make a [[zone]] ('i') of 1x1 or 1x2 tiles (preferably near your stone-needy [[workshop]]s), and mark it as a garbage dump. &lt;br /&gt;
-Press 'k' and find a stone. Press 'd', and will will be marked for dumping.&lt;br /&gt;
-A dwarf with refuse-hauling will come by, and take the stone to the garbage dump.&lt;br /&gt;
&lt;br /&gt;
==== Why is this so great? ====&lt;br /&gt;
''No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile!''&lt;br /&gt;
So basically, mark all the stones you want dumped and they will be dumped. You are now able to place ALL the stones and ores in the fortress on 1 tile!!&lt;br /&gt;
&lt;br /&gt;
==== Important ====&lt;br /&gt;
Every dumped stone will be marked as &amp;quot;[[Forbidden]]&amp;quot;, and will not be used in stone-production. If you want to use the dumped stones, you must press 'k', find the pile of stones, and press 'f' on every stone on the list (using +/- to navigate through the list).&lt;br /&gt;
&lt;br /&gt;
==== Rock shute ====&lt;br /&gt;
You can dig a channel, and make a [[zone]] over it. Mark it as a garbage dump, and dwarves will dump stones down the channel. The stones will end up in the bottom tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== -Craft it! ===&lt;br /&gt;
Build a craftsworkshop or masons workshop in a stonefilled area. Then add alot of repeat jobs like making stone crafts, or doors. (A fortress can never get enough doors) You can always trade away the crafts. A crafted stone counts towards the [[fortress value]] instead of being a worthless stone.&lt;br /&gt;
The workshops will craft stones that are nearby, and soon the immediate area around the workshop will be cleared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== -Add your own technique! ===&lt;br /&gt;
Have you got a nice technique you use to cope with the enormous amounts of stone? Share it here! Register and press 'edit' on the top of this page to share it with the world!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== -Build it! ===&lt;br /&gt;
The building interface might be slow, but constructing stone buildings aboveground is a great way to handle your stone problem. Not only do you use up the stone from your excavations, but you also create usable indoor space without having to mine any additional stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Minimize it ===&lt;br /&gt;
The easiest way to avoid stone clutter is not to produce it in the first place. Use unskilled miners for initial fortress excavation to reduce the amount of useless stone they create, and don't dig out more than necessary. Produce lots of barrels and bins to cut down on your need for stockpile space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Why remove? ==&lt;br /&gt;
&lt;br /&gt;
=== -Stockpiles ===&lt;br /&gt;
On some stockpiles, you will be unable to use the tiles that contain a stone. It will therefore be a good thing to clear up room for the things you want to stockpile.&lt;br /&gt;
&lt;br /&gt;
=== -You cant see the floor! ===&lt;br /&gt;
Personally I find the fortress more enjoyable to watch if it looks nice and uniform. Random stones lying about is, in my opinion, uglier to look at than a nice smooth clear floor.&lt;br /&gt;
&lt;br /&gt;
=== -Yeah, why remove? ===&lt;br /&gt;
You actually don't need to remove stones at all, except for the stockpile thing. Clearing out the fortress for stone is more of a personal priority rather than an essential need or requirement. But people have had a tendency to ask about and discuss this specific subject, so here you are. A guide to stone management.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11382</id>
		<title>40d Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11382"/>
		<updated>2007-11-05T18:17:59Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How exactly does the &amp;quot;trader requested at depot&amp;quot; toggle work? Which way is enabled, which way is disabled? And what does it do, even? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit: I got to trade with the dwarves by leaving it toggled as &amp;quot;r: Trader requested at depot&amp;quot;. It took a litle while for the trade to show up. Anybody figured this out, though? &lt;br /&gt;
&lt;br /&gt;
Edit: Yes, you want to leave it so it's showing the state you want - in this case &amp;quot;Trader requested&amp;quot; not &amp;quot;No trader needed&amp;quot;, just like with any other toggled setting. An explanation of what it does is already provided below. &lt;br /&gt;
&lt;br /&gt;
-- &lt;br /&gt;
&lt;br /&gt;
Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade. &lt;br /&gt;
&lt;br /&gt;
I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
I added some more info, please refine as needed. It could use some better detail or a step-by-step path to build and operate a trade depot. [[User:Haddaway|Haddaway]] 20:02, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Verification question ==&lt;br /&gt;
&lt;br /&gt;
Given different social skills for the broker, what are the number of allowed failed attempts at trading? --[[User:Shagie|Shagie]] 01:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been doing some experiments on trading. I've got a skilled broker (Adept Appraiser, Competent Negotiator/Persuader, (no adjective) Intimidator/Comedian/Judge of Intent). After pumping the traders up to ecstatic, I attempted to annoy them into leaving by repeatedly offering moderately high value traders with 0 profit margin. It took forever, as he kept talking the traders into accepting the deals (the traders don't seem to be bothered any by deals with negative profit margin), which I assume boosted their mood a little bit. After dozens of proposed deals of varying success he did eventually manage to get them down to the second lowest mood level, and even once they reached the angriest level before they leave, it took 5 rejects in a row (plus a couple more rejects interspersed with successful trades) to get them to leave. Then I reloaded and tried again with a completely unskilled broker. Starting at ecstatic, the traders got angry enough to leave after 5 failed trades from the unskilled broker. I don't know exactly how fast the traders' mood dropped, since of course the unskilled broker couldn't tell me how angry they were. Since that was starting with the traders already ecstatic from successful trades, I would think starting with 3 bad deals in a row with an unskilled broker would be enough to risk the traders leaving. [[User:Rpb|Rpb]] 13:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== -X level depots ==&lt;br /&gt;
&lt;br /&gt;
Has anyone checked what caravans will/will not go up or down? You can check your access with D but I find that both stairs and ramps still flash red, suggesting a caravan cannot go underground, even if the depot shows up as light-blue Accessible. --[[User:Nunix|Nunix]] 20:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've watched wagons move across outside terrain level changes, and out there hills (ramps) flash as red, but the area on the other side (have to change zdepth) flashes green.--[[User:Draco18s|Draco18s]] 02:14, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading with elves ==&lt;br /&gt;
&lt;br /&gt;
Exactly what kind of things will elves accept? Obviously no wood items, but what about things like charcoal, pig tail clothing, etc? [[User:Xaque|Xaque]] 22:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Edited dwarves section ==&lt;br /&gt;
&lt;br /&gt;
I removed the bit about dwarf caravans giving you unlimited attempts to trade, because I had the initial dwarf caravan give me three counteroffers. After trying to tweak the third one and hitting trade, the caravan merchant responded with something like &amp;quot;Your childish games have made me tired. Perhaps next time when I return, you'll be ready to do business.&amp;quot; And then proceeded to pack up their stuff and leave.&lt;br /&gt;
&lt;br /&gt;
My trade rep had Novice Liar, Novice Negotiator, Novice Appraisal and Novice Intimidator. And, despite failing on all four trade attempts, he picked up Dabbling skill in Flatterer, Persuader, Judge of Intent, and Comedian. --[[User:RedKing|RedKing]] 03:18, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11381</id>
		<title>40d Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11381"/>
		<updated>2007-11-05T18:16:14Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How exactly does the &amp;quot;trader requested at depot&amp;quot; toggle work? Which way is enabled, which way is disabled? And what does it do, even? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit: I got to trade with the dwarves by leaving it toggled as &amp;quot;r: Trader requested at depot&amp;quot;. It took a litle while for the trade to show up. Anybody figured this out, though? &lt;br /&gt;
&lt;br /&gt;
Edit: Yes, you want to leave it so it's showing the state you want - in this case &amp;quot;Trader requested&amp;quot; not &amp;quot;No trader needed&amp;quot;, just like with any other toggled setting. An explanation of what it does is already provided below. &lt;br /&gt;
&lt;br /&gt;
-- &lt;br /&gt;
&lt;br /&gt;
Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade. &lt;br /&gt;
&lt;br /&gt;
I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
I added some more info, please refine as needed. It could use some better detail or a step-by-step path to build and operate a trade depot. [[User:Haddaway|Haddaway]] 20:02, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Verification question ==&lt;br /&gt;
&lt;br /&gt;
Given different social skills for the broker, what are the number of allowed failed attempts at trading? --[[User:Shagie|Shagie]] 01:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been doing some experiments on trading. I've got a skilled broker (Adept Appraiser, Competent Negotiator/Persuader, (no adjective) Intimidator/Comedian/Judge of Intent). After pumping the traders up to ecstatic, I attempted to annoy them into leaving by repeatedly offering moderately high value traders with 0 profit margin. It took forever, as he kept talking the traders into accepting the deals (the traders don't seem to be bothered any by deals with negative profit margin), which I assume boosted their mood a little bit. After dozens of proposed deals of varying success he did eventually manage to get them down to the second lowest mood level, and even once they reached the angriest level before they leave, it took 5 rejects in a row (plus a couple more rejects interspersed with successful trades) to get them to leave. Then I reloaded and tried again with a completely unskilled broker. Starting at ecstatic, the traders got angry enough to leave after 5 failed trades from the unskilled broker. I don't know exactly how fast the traders' mood dropped, since of course the unskilled broker couldn't tell me how angry they were. [[User:Rpb|Rpb]] 13:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== -X level depots ==&lt;br /&gt;
&lt;br /&gt;
Has anyone checked what caravans will/will not go up or down? You can check your access with D but I find that both stairs and ramps still flash red, suggesting a caravan cannot go underground, even if the depot shows up as light-blue Accessible. --[[User:Nunix|Nunix]] 20:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've watched wagons move across outside terrain level changes, and out there hills (ramps) flash as red, but the area on the other side (have to change zdepth) flashes green.--[[User:Draco18s|Draco18s]] 02:14, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading with elves ==&lt;br /&gt;
&lt;br /&gt;
Exactly what kind of things will elves accept? Obviously no wood items, but what about things like charcoal, pig tail clothing, etc? [[User:Xaque|Xaque]] 22:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Edited dwarves section ==&lt;br /&gt;
&lt;br /&gt;
I removed the bit about dwarf caravans giving you unlimited attempts to trade, because I had the initial dwarf caravan give me three counteroffers. After trying to tweak the third one and hitting trade, the caravan merchant responded with something like &amp;quot;Your childish games have made me tired. Perhaps next time when I return, you'll be ready to do business.&amp;quot; And then proceeded to pack up their stuff and leave.&lt;br /&gt;
&lt;br /&gt;
My trade rep had Novice Liar, Novice Negotiator, Novice Appraisal and Novice Intimidator. And, despite failing on all four trade attempts, he picked up Dabbling skill in Flatterer, Persuader, Judge of Intent, and Comedian. --[[User:RedKing|RedKing]] 03:18, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Judge_of_intent&amp;diff=20980</id>
		<title>40d Talk:Judge of intent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Judge_of_intent&amp;diff=20980"/>
		<updated>2007-11-05T18:01:19Z</updated>

		<summary type="html">&lt;p&gt;Rpb: New page: Judge of Intent definitely can be gained with unsuccessful deals. I don't know if this is true of the other negotiation skills (I'd actually guess probably not). ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Judge of Intent definitely can be gained with unsuccessful deals. I don't know if this is true of the other negotiation skills (I'd actually guess probably not). [[User:Rpb|Rpb]] 13:01, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Judge_of_intent&amp;diff=5379</id>
		<title>40d:Judge of intent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Judge_of_intent&amp;diff=5379"/>
		<updated>2007-11-05T18:00:36Z</updated>

		<summary type="html">&lt;p&gt;Rpb: verified gain from an unsuccessful deal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Known effects:&lt;br /&gt;
* At Novice or better skill, the trade dialog will include an extra line about the traders' mood. So far I have only observed &amp;quot;the merchant seems happy with the trading&amp;quot; and &amp;quot;the merchant seems ecstatic with the trading&amp;quot; as successful deals are made.&lt;br /&gt;
&lt;br /&gt;
It is gained by:&lt;br /&gt;
* Successful trades at the trade depot.&lt;br /&gt;
* Finalizing an export agreement.&lt;br /&gt;
* Proposing an unsuccessful trade at the depot.&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
* Offering goods to foreign traders.&lt;br /&gt;
* Simply being assigned as the broker noble.&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not.&lt;br /&gt;
* Liaison meeting steps that occur before the export agreement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4090</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4090"/>
		<updated>2007-11-05T18:00:07Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.  Since trading caravans arrive at random positions on the map edge, it is currently preferable to build the depot as close to the middle of the map as possible.  This reduces the chance of the caravan traveling across the whole map then turning around because it is time to leave.&lt;br /&gt;
&lt;br /&gt;
A broker is not required but is preferable for getting better deals. To toggle whether anyone can trade or just the broker is done with {{K|b}}. &lt;br /&gt;
{{K|r}}equesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible.&lt;br /&gt;
&lt;br /&gt;
== Trader Mood ==&lt;br /&gt;
&lt;br /&gt;
If your trader has Novice or better [[Judge of Intent]] skill, there will be a line added below the traders' dialogue describing the traders' attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
Happy merchants seem more likely to take your deals, although the exact mechanics of trader happiness and negotiation are unknown. If the traders reach the lowest level (unwilling to trade) as a result of repeated failed deals, they will immediately pack up and no further trade will be possible. Since traders who are annoyed with you are more likely to reject deals, you should tread cautiously in initial negotiations; the more times you fail to make a deal, the less happy they'll be and the less inclined they'll be to accept further deals. Skilled negotiators seem to be more likely to get traders to accept offers that include little or no profit for them, and less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&lt;br /&gt;
The merchant will meet with your liaison and discuss what you would like to buy next year, as well as suggest things to sell. You may buy from the dwarves pretty much anything you could have brought with you during setup, except for pets.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Human wagons pulled by regular mules will arrive if there is a minimum 3-wide path from your depot to a map edge. You do not need to have a road, but you will need to {{K|d}}esignate {{K|s}}moothing and {{K|t}}ree-cutting along the path. Use {{K|D}} to verify that there is a wagon accessible path to the depot.&lt;br /&gt;
&lt;br /&gt;
Often, on maps that don't have cliffs (and so have ramps between the z-levels usually), a path will exist with no effort.&lt;br /&gt;
&lt;br /&gt;
However, if they don't have a easy route to your trade depot, they may not arrive in time for you to trade, packing his belongings and going away.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
Elves bring you wood and plant items, as well as caged tame pets. However, they will not accept wooden or wood-derived items in exchange.&lt;br /&gt;
&lt;br /&gt;
Clothing that might otherwise be acceptable to Elves will be rejected it if it has blood on it, for example from a slain enemy.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4089</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4089"/>
		<updated>2007-11-05T17:59:50Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.  Since trading caravans arrive at random positions on the map edge, it is currently preferable to build the depot as close to the middle of the map as possible.  This reduces the chance of the caravan traveling across the whole map then turning around because it is time to leave.&lt;br /&gt;
&lt;br /&gt;
A broker is not required but is preferable for getting better deals. To toggle whether anyone can trade or just the broker is done with {{K|b}}. &lt;br /&gt;
{{K|r}}equesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible.&lt;br /&gt;
&lt;br /&gt;
== Trader Mood ==&lt;br /&gt;
&lt;br /&gt;
If your trader has Novice or better Judge of Intent skill, there will be a line added below the traders' dialogue describing the traders' attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
Happy merchants seem more likely to take your deals, although the exact mechanics of trader happiness and negotiation are unknown. If the traders reach the lowest level (unwilling to trade) as a result of repeated failed deals, they will immediately pack up and no further trade will be possible. Since traders who are annoyed with you are more likely to reject deals, you should tread cautiously in initial negotiations; the more times you fail to make a deal, the less happy they'll be and the less inclined they'll be to accept further deals. Skilled negotiators seem to be more likely to get traders to accept offers that include little or no profit for them, and less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&lt;br /&gt;
The merchant will meet with your liaison and discuss what you would like to buy next year, as well as suggest things to sell. You may buy from the dwarves pretty much anything you could have brought with you during setup, except for pets.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Human wagons pulled by regular mules will arrive if there is a minimum 3-wide path from your depot to a map edge. You do not need to have a road, but you will need to {{K|d}}esignate {{K|s}}moothing and {{K|t}}ree-cutting along the path. Use {{K|D}} to verify that there is a wagon accessible path to the depot.&lt;br /&gt;
&lt;br /&gt;
Often, on maps that don't have cliffs (and so have ramps between the z-levels usually), a path will exist with no effort.&lt;br /&gt;
&lt;br /&gt;
However, if they don't have a easy route to your trade depot, they may not arrive in time for you to trade, packing his belongings and going away.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
Elves bring you wood and plant items, as well as caged tame pets. However, they will not accept wooden or wood-derived items in exchange.&lt;br /&gt;
&lt;br /&gt;
Clothing that might otherwise be acceptable to Elves will be rejected it if it has blood on it, for example from a slain enemy.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4088</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4088"/>
		<updated>2007-11-05T17:56:15Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.  Since trading caravans arrive at random positions on the map edge, it is currently preferable to build the depot as close to the middle of the map as possible.  This reduces the chance of the caravan traveling across the whole map then turning around because it is time to leave.&lt;br /&gt;
&lt;br /&gt;
A broker is not required but is preferable for getting better deals. To toggle whether anyone can trade or just the broker is done with {{K|b}}. &lt;br /&gt;
{{K|r}}equesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible.&lt;br /&gt;
&lt;br /&gt;
== Trader Mood ==&lt;br /&gt;
&lt;br /&gt;
If your trader has Novice or better Judge of Intent skill, there will be a line added below the traders' dialogue describing the traders' attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
Happy merchants seem more likely to take your deals, although the exact mechanics of trader happiness and negotiation are unknown. Skilled negotiators seem to be more likely to get traders to accept offers that include little or no profit for them, and less likely to offend traders with unsuccessful deals.&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&lt;br /&gt;
The merchant will meet with your liaison and discuss what you would like to buy next year, as well as suggest things to sell. You may buy from the dwarves pretty much anything you could have brought with you during setup, except for pets.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Human wagons pulled by regular mules will arrive if there is a minimum 3-wide path from your depot to a map edge. You do not need to have a road, but you will need to {{K|d}}esignate {{K|s}}moothing and {{K|t}}ree-cutting along the path. Use {{K|D}} to verify that there is a wagon accessible path to the depot.&lt;br /&gt;
&lt;br /&gt;
Often, on maps that don't have cliffs (and so have ramps between the z-levels usually), a path will exist with no effort.&lt;br /&gt;
&lt;br /&gt;
However, if they don't have a easy route to your trade depot, they may not arrive in time for you to trade, packing his belongings and going away.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
Elves bring you wood and plant items, as well as caged tame pets. However, they will not accept wooden or wood-derived items in exchange.&lt;br /&gt;
&lt;br /&gt;
Clothing that might otherwise be acceptable to Elves will be rejected it if it has blood on it, for example from a slain enemy.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Judge_of_intent&amp;diff=5378</id>
		<title>40d:Judge of intent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Judge_of_intent&amp;diff=5378"/>
		<updated>2007-11-05T06:36:08Z</updated>

		<summary type="html">&lt;p&gt;Rpb: hey cool I found an actual use for this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Known effects:&lt;br /&gt;
* At Novice or better skill, the trade dialog will include an extra line about the traders' mood. So far I have only observed &amp;quot;the merchant seems happy with the trading&amp;quot; and &amp;quot;the merchant seems ecstatic with the trading&amp;quot; as successful deals are made.&lt;br /&gt;
&lt;br /&gt;
It is gained by:&lt;br /&gt;
* Successful trades at the trade depot.&lt;br /&gt;
* Finalizing an export agreement.&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot.&lt;br /&gt;
* Offering goods to foreign traders.&lt;br /&gt;
* Simply being assigned as the broker noble.&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not.&lt;br /&gt;
* Liaison meeting steps that occur before the export agreement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5756</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5756"/>
		<updated>2007-11-05T03:27:13Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bookkeeper is an appointed [[noble]] position.  It keeps track of the numbers of items in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper uses the [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
To be effective, you must go into the 'nobles' screen, highlight the Bookkeeper position, and enter the 'settings' screen.  You can set a desired precision for your Bookkeeper's counts; the higher this is set, the more work is required.  Above the lowest precision, your bookkeeper will also require a meager [[office]].&lt;br /&gt;
&lt;br /&gt;
Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
As of version 0.27.169.32a, the Bookkeeper when set on the highest precision level gains record keeper skill extremely fast:  Your Bookkeeper can reach legendary status within a season, and achieve all skill gains associated with the position.  At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
==Demands==&lt;br /&gt;
* Meager [[Quarters]]&lt;br /&gt;
* Meager [[Office]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgraded Titles:&lt;br /&gt;
*[[Treasurer]] (100,000 fortress wealth)&lt;br /&gt;
*[[Grand Treasurer]] (200,000 fortress wealth)&lt;br /&gt;
*[[Hoardmaster]] (400,000 fortress wealth)&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Df_891230954.PNG&amp;diff=17645</id>
		<title>File:Df 891230954.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Df_891230954.PNG&amp;diff=17645"/>
		<updated>2007-11-03T22:17:17Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5445</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5445"/>
		<updated>2007-11-03T22:16:55Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad. &lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2297</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2297"/>
		<updated>2007-11-01T16:12:09Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Legendary&lt;br /&gt;
&lt;br /&gt;
Grand Master&lt;br /&gt;
&lt;br /&gt;
High Master&lt;br /&gt;
&lt;br /&gt;
Master &lt;br /&gt;
&lt;br /&gt;
Great&lt;br /&gt;
&lt;br /&gt;
Accomplished&lt;br /&gt;
&lt;br /&gt;
Professional&lt;br /&gt;
&lt;br /&gt;
Expert&lt;br /&gt;
&lt;br /&gt;
Adept&lt;br /&gt;
&lt;br /&gt;
Talented &lt;br /&gt;
&lt;br /&gt;
Proficient&lt;br /&gt;
&lt;br /&gt;
Skilled&lt;br /&gt;
&lt;br /&gt;
Competent&lt;br /&gt;
&lt;br /&gt;
[No Label]&lt;br /&gt;
&lt;br /&gt;
Novice&lt;br /&gt;
&lt;br /&gt;
Dabbling&lt;br /&gt;
&lt;br /&gt;
==List of Skills==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Miner]]&lt;br /&gt;
:[[Wood cutter]]&lt;br /&gt;
:[[Carpenter]]&lt;br /&gt;
:[[Mason]]&lt;br /&gt;
:[[Engraver]]&lt;br /&gt;
:[[Building designer]]&lt;br /&gt;
:[[Weaponsmith]]&lt;br /&gt;
:[[Bowyer]]&lt;br /&gt;
:[[Armorsmith]]&lt;br /&gt;
:[[Metalsmith]]&lt;br /&gt;
:[[Furnace operator]]&lt;br /&gt;
:[[Wood burner]]&lt;br /&gt;
:[[Metal crafter]]&lt;br /&gt;
:[[Stone crafter]]&lt;br /&gt;
:[[Wood crafter]]&lt;br /&gt;
:[[Bone carver]]&lt;br /&gt;
:[[Gem cutter]]&lt;br /&gt;
:[[Gem setter]]&lt;br /&gt;
:[[Mechanic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Fisherdwarf]]&lt;br /&gt;
:[[Miller]]&lt;br /&gt;
:[[Thresher]]&lt;br /&gt;
:[[Grower]]&lt;br /&gt;
:[[Herbalist]]&lt;br /&gt;
:[[Brewer]]&lt;br /&gt;
:[[Cook]]&lt;br /&gt;
:[[Weaver]]&lt;br /&gt;
:[[Clothier]]&lt;br /&gt;
:[[Dyer]]&lt;br /&gt;
:[[Trapper]]&lt;br /&gt;
:[[Ambusher]]&lt;br /&gt;
:[[Butcher]]&lt;br /&gt;
:[[Tanner]]&lt;br /&gt;
:[[Leatherworker]]&lt;br /&gt;
:[[Fish dissector]]&lt;br /&gt;
:[[Animal dissector]]&lt;br /&gt;
:[[Fish cleaner]]&lt;br /&gt;
:[[Cheese maker]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Milker]]&lt;br /&gt;
:[[Animal trainer]]&lt;br /&gt;
:[[Animal caretaker]]&lt;br /&gt;
:[[Soaper]]&lt;br /&gt;
:[[Lye maker]]&lt;br /&gt;
:[[Potash maker]]&lt;br /&gt;
:[[Glassmaker]]&lt;br /&gt;
:[[Wrestler]]&lt;br /&gt;
:[[Axedwarf]]&lt;br /&gt;
:[[Swordsdwarf]]&lt;br /&gt;
:[[Macedwarf]]&lt;br /&gt;
:[[Hammerdwarf]]&lt;br /&gt;
:[[Speardwarf]]&lt;br /&gt;
:[[Marksdwarf]]&lt;br /&gt;
:[[Shield user]]&lt;br /&gt;
:[[Armor user]]&lt;br /&gt;
:[[Siege engineer]]&lt;br /&gt;
:[[Siege operator]]&lt;br /&gt;
:[[Pump operator]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;width:15em&amp;quot;&amp;gt;&lt;br /&gt;
:[[Swimmer]]&lt;br /&gt;
:[[Persuader]]&lt;br /&gt;
:[[Negotiator]]&lt;br /&gt;
:[[Liar]]&lt;br /&gt;
:[[Intimidator]]&lt;br /&gt;
:[[Judge of intent]]&lt;br /&gt;
:[[Appraiser]]&lt;br /&gt;
:[[Organizer]]&lt;br /&gt;
:[[Record keeper]]&lt;br /&gt;
:[[Conversationalist]]&lt;br /&gt;
:[[Comedian]]&lt;br /&gt;
:[[Flatterer]]&lt;br /&gt;
:[[Consoler]]&lt;br /&gt;
:[[Pacifier]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13217</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13217"/>
		<updated>2007-11-01T16:07:17Z</updated>

		<summary type="html">&lt;p&gt;Rpb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Volcanoes seem to be placed randomly in the world, so are not always associated with mountains or other rocky terrain.&lt;br /&gt;
&lt;br /&gt;
To start on a map that includes a volcano, you will have to search for one. In the fortress mode location chooser, they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the actual magma location.  There may also be additional local magma vents in nearby tiles around the volcano.&lt;br /&gt;
&lt;br /&gt;
Very rarely you'll see a magma vent in an area with no volcanoes nearby.&lt;/div&gt;</summary>
		<author><name>Rpb</name></author>
	</entry>
</feed>