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		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=263783</id>
		<title>Adventurer mode gameplay</title>
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		<updated>2022-04-27T11:36:49Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Hearthpeople */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'' This is a detailed description of Adventurer mode gameplay. For a general overview of Adventurer mode, see [[Adventurer mode]].&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Common UI concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving around ==&lt;br /&gt;
&lt;br /&gt;
=== Local movement ===&lt;br /&gt;
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for 10 instants&lt;br /&gt;
|-&lt;br /&gt;
| {{k|,}}&lt;br /&gt;
| Wait for 1 instant&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Open movement speed/sneak menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, (and that your chosen race is even OUTSIDER_CONTROLLABLE, per se), you will start out in a race-appropriate town or hamlet; in the standard tileset, the @ sign is your character. The directional keys allow movement. Diagonal movement is particularly important, especially when chasing or running away from things. Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water, it's best to enter the actual water, not the open space over the water, as in the latter case you will fall in, causing you to become stunned, which may lead to drowning. If you hit {{k|j}}, you can jump, being mostly useful for getting to the far sides of gorges and crevices. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance. Note that not every creature is able to jump. Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up, then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
You can press {{k|S}} to set [[gait]] and to toggle sneak mode – it will allow you to move around invisibly, limited by your Ambusher skill and nearby creatures' Observer skill.  Enemies will have sight cones indicating where they can detect a sneaking adventurer – the central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than you, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys – in towns and tamer parts of the countryside, this isn't particularly useful; however, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, and then climb up the other.&lt;br /&gt;
&lt;br /&gt;
=== Fast travel ===&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{k|K}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Bring up sleep menu&lt;br /&gt;
|-&lt;br /&gt;
| {{k|h}}&lt;br /&gt;
| Hide parts of the bottom bar&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} and {{k|&amp;lt;}}&lt;br /&gt;
| Enter/exit tunnel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.  Along the top of the map is a line showing the sky, and position of the sun and/or moon from west to east – this primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen if in a darkness or nightmare-[[sphere|aspected]] area, and will be more vulnerable to attack in general. If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map. The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.&lt;br /&gt;
&lt;br /&gt;
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:&lt;br /&gt;
&lt;br /&gt;
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.&lt;br /&gt;
* 2 presses: hide most local name, reducing the bar to one line of text.&lt;br /&gt;
* 3 presses: hide less local name, eliminating the bar entirely.&lt;br /&gt;
* 4 presses: shows all information&lt;br /&gt;
&lt;br /&gt;
== Status and information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Searching and manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort. It is also used to lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a weapon, refill waterskin etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll thru the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/dropping things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't (yet) as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control techniques slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers/wearing ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}. Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally, one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.{{bug|9817}} This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that ''Dwarf Fortress'' does not enforce one particular hand as dominant for everyone (e.g. some characters may be left-handed), so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.&lt;br /&gt;
&lt;br /&gt;
During advanced combat interactions, it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing {{k|a}} will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.&lt;br /&gt;
&lt;br /&gt;
=== Advanced interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory, used for removing arrows and weapons stuck in wounds, which will appear in your inventory when they become stuck in you. &lt;br /&gt;
Removing stuck arrows can cause bleeding, so it is not always a good idea mid-combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain, and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, which gets 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
===Sheathing===&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back, useful because you can't climb or wrestle with your hands while holding weapons or other objects. People will also be less likely to be scared of you on first sight, if you don't appear to be ready to attack.&lt;br /&gt;
Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.&lt;br /&gt;
&lt;br /&gt;
== Time and weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather/Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle, with time passing as various actions take place. When using fast travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; Further to the right of the screen is earlier in the day, and further to the left is later. In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible. At night you won't be able to see nearly as well, and you will be more vulnerable to ambush. The game also has weather and temperature. The most common weather you'll experience is rain, which is shown as blue moving dots on the local travel screen and will, unsurprisingly, cause everything outside to become wet. Temperature is important, because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice. Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day. Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become {{DFtext|Drowsy|1:0}}, and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions, and gained new powers}}&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes, you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Bogeymen&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you, then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety. Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing, then you can travel from lair to lair, using each as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to &amp;lt;s&amp;gt;perform music, preferably playing guitar&amp;lt;/s&amp;gt; stand up and lie down {{K|s}} or wait 10 ticks {{K|.}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire following party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.&lt;br /&gt;
&lt;br /&gt;
== Food and drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. Note that drinking vampire blood will turn you into a vampire instantly. You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time, food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v: 43.03) though the hunger and thirst timers are still satisfied by consumption.  If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink. If the temperature is low enough that you might have trouble finding liquid water, snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground. &lt;br /&gt;
&lt;br /&gt;
===Announcements when eating===&lt;br /&gt;
When eating or drinking, the following announcements will be displayed:&lt;br /&gt;
*(nothing): You can eat or drink more, no problem.&lt;br /&gt;
*You are starting to feel full: You can eat or drink ''one'' more time, but any more than that will cause problems.&lt;br /&gt;
*You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.&lt;br /&gt;
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:'' Main page: [[Combat#Adventurer mode|Combat]]&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
:'' Main page: [[Talking]]&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|-&lt;br /&gt;
| {{k|TAB}}&lt;br /&gt;
| Change to another party member&lt;br /&gt;
|-&lt;br /&gt;
| {{k|E}}&lt;br /&gt;
| Activate party tactical mode&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are three main types of companions: party members{{version|0.47.01}}, [[hearthperson|hearthpeople]] and regular [[:Category:NPCs|NPC]] companions. [[Mount#Adventurer_Mode|Mounts]] and [[pet]]s are other types of companions.&lt;br /&gt;
&lt;br /&gt;
Use the {{k|c}} key to open a list showing your companions and their position relative to you. That location is shown as a compass direction, the color of which indicates a rough distance with greens being closest. ({{DFtext|***|7:1}} means they are on the same tile as you.) A {{DFtext|-|7:1}} or {{DFtext|+|7:1}} after the direction indicates that they are on a z-level below or above you. This can be useful if one of them runs off and you want to find them. You can select a specific companion who is in visual range to view them, which is similar to selecting them with {{k|l}}ook, and useful to see their wounds or what they are carrying.&lt;br /&gt;
&lt;br /&gt;
If a companion is too far away from you, they will no longer be shown on the list. You may be able to track them with {{k|K}} and {{k|l}}ooking at the displayed tracks. You can try waiting for an hour ({{k-|Z|w|/|/|Enter}}) to see if they catch up to you. Or you can fast {{k|T}}ravel to see if they show up as a {{DFtext|*}} near you. If you move towards the {{DFtext|*}} and it disappears, that may mean they are on the same region tile - stop traveling ({{k|d}}) and try to find them.&lt;br /&gt;
&lt;br /&gt;
If you keep losing companions while crossing rivers, try finding a bridge or following the river upstream until it becomes crossable in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Party members ===&lt;br /&gt;
&lt;br /&gt;
Party members are characters created before beginning the adventure. To add another member, press {{k|N}} on the last page of character creation ({{DFtext|Mounts and pets}}). The limit on how many can be created is not known. Party members are limited to the ones you've created and NPCs can't be added to your party later in the game.&lt;br /&gt;
&lt;br /&gt;
In game, you can switch control to the next member with {{k|TAB}} or pick a specific member to control with {{k|c}} then {{k|TAB}}. The name of the currently controlled member is shown on the status bar at the bottom of the screen (left side, top line). The screen will also center on the current character and when pressing {{k|l}} to look, the flashing {{DFtext|X|6:1}} cursor will start on the current character.&lt;br /&gt;
&lt;br /&gt;
You can activate party tactical mode with {{k|E}}. Normally, you control one member, and the others will act on their own; in tactical mode you can control all or some of the party members. You can set which ones you control with {{k|c}} then {{k|E}}. In tactical mode, after you select an action for the current member, control automatically passes to the next player–controlled member. Once all player–controlled members have actions selected, time will progress. Once one or more characters' actions have completed, control will pass to the first of those. Although most useful for [[Combat#Adventurer mode|combat]], tactical mode can be used at any time. For example, having a conversation between two player-controlled party members in tactical mode allows you to control both sides. (Though this can be a bit confusing, since everything said will be labelled as being said by {{DFtext|You: …|2:1}}.)&lt;br /&gt;
&lt;br /&gt;
=== Hearthpeople ===&lt;br /&gt;
{{main|Hearthperson}}&lt;br /&gt;
&lt;br /&gt;
Hearthpeople are NPCs who have sworn allegiance to you, as opposed to regular companions (who usually join your party as part of a mutual agreement) and party members (who you control). In order to gain hearthpeople, you should become a [[noble|lord]] of some kind, which usually means [[claim]]ing a site with no other competing claims. The easiest way to do this is to build and claim a [[camp]]; once you are a lord or lady of a [[site]], you can recruit hearthpeople to your cause. Hearthpeople will not follow you around in your adventures, instead patrolling your site. They can also build for you,{{verify}} and will side with you in case of conflict.&lt;br /&gt;
&lt;br /&gt;
You may also gain hearthpeople if someone with a nobility title gives it up for you, which they can be made to through a common dialogue [[exploit]].&lt;br /&gt;
&lt;br /&gt;
=== NPC companions ===&lt;br /&gt;
&lt;br /&gt;
NPC companions are those who follow you around after they've accepted your offer for them to join you. Your character will have a limit on the maximum number of companions you can have at one time. Companions that are not currently with you do not count towards that limit. The limit is based on your [[reputation]] level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Creatures with no military skills, or those with higher skills than you, are unlikely to agree to join you. However, the average soldier will join you &amp;quot;if you lead [them] to glory and death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Be careful, though, as joining you does not immediately mean they are loyal to you; if you turn around and start attacking their friends, they'll cancel the agreement. Companionship does seem to eventually rewrite old loyalties, although it takes some time.{{verify}} Companions keeping their loyalties has the unfortunate side-effect of them rarely respecting ceasefires, so yielding enemies are pretty much doomed. On the plus side, at least you are unlikely to be blamed if your companion murders people.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with an NPC companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. It is important to note that they prefer to store exchanged items in a personal container rather than to equip them. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions|6:1}} will be displayed.&lt;br /&gt;
&lt;br /&gt;
You can have NPCs join you as performers after you convince them of your skills. This can be used to recruit those you normally couldn't recruit, such as civilians and stronger soldiers. What exactly is required to convince someone to join you is unclear, but reputation seems to factor into it. Even a totally unskilled performer can eventually convince eligible NPCs simply by repeatedly spamming performances in front of them. (NPCs will not move away from performances, in fact if they start moving while you're starting one they'll take a step back to their previous location once you begin. They may, however, fall asleep.) Enough performances, even if they never get a single reaction above &amp;quot;pretty good&amp;quot;, should convince most anyone. This method makes obtaining the maximum number of companions much easier, allowing you to have a mob of dancing companions.&lt;br /&gt;
&lt;br /&gt;
=== General information ===&lt;br /&gt;
&lt;br /&gt;
The information in this section applies to all types of companions. If they survive long enough, companions are capable of levelling attributes and skills, and having a job title change. This also happens if they gain enough reputation.&lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement.&lt;br /&gt;
&lt;br /&gt;
Companions can be instructed to stay where they are by talking to them and selecting {{DFtext|Ask listener to wait here}} under the {{DFtext|Ask favor, place request, make demand or issue order}} menu. Your companion will stop following you and wait where they are, until you talk to them again and select {{DFtext|Ask listener to follow you}}. This can be useful if you need to leave a companion behind temporarily, such as when you are entering an area that you know will be too dangerous for your followers. Note that your [[pet]]s{{version|0.47.01}} will also obey this instruction.&lt;br /&gt;
&lt;br /&gt;
Companions can be assigned to zones in camps with {{k-|b|z|a}}. This is where they will spend their time when at the site and not travelling with you.&lt;br /&gt;
&lt;br /&gt;
== Personal finance ==&lt;br /&gt;
&lt;br /&gt;
=== Trading (barter) ===&lt;br /&gt;
&lt;br /&gt;
In human [[town]]s (not [[hamlet]]s or [[castle]]s), you can find shops; in elven trading-trees you can find markets; and at [[depot]]s in dwarven fortresses, you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Theft ===&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft, punishable by death if you are caught, and exile if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep, still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill-repute in another country. In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop, but you will still be withheld the privilege of fast-travel until you leave the site. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.&lt;br /&gt;
&lt;br /&gt;
=== Managing coins ===&lt;br /&gt;
&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in any others (except for metal value, or so the presumption goes). This will typically result in adventurers carrying around lots of partially-useless coins. Coins can and will encumber your adventurer, eventually reducing their speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher-denomination currency first, but will resort to lower-value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin == 1☼&lt;br /&gt;
* Silver Coin == 5☼&lt;br /&gt;
* Gold Coin == 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount '''they owe you''' during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value, and then sell back all of the goods for their original value, but in gold. Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in any given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
=== Where to get items to sell ===&lt;br /&gt;
&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods. The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering. Remember that you can also carve the bones of animals to make them desirable trading items. Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag. At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from a river - it can hold up to 100 units of water, which is worth 100☼ total. After you sell it, water will drop to the floor as a pool, and the backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it. Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud, despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quest log ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' - Your various agreements; this includes tasks given to you by your lord, and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
== Create ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. In addition to crafting, other actions can be performed.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select &amp;quot;Make sharp rock&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version, which can serve well enough to make some...&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} which are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow, all the way to a sharpened rock (the product of your earlier Knapping usually works best in this case). Helves are currently only used to make...&lt;br /&gt;
&lt;br /&gt;
* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes weapon-wise, but are just as usable for cutting down trees.&lt;br /&gt;
&lt;br /&gt;
* '''[[Bone carver|Carve Bone]]''' acts similarly to fortress mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.&lt;br /&gt;
&lt;br /&gt;
* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand in a [[carpenter's workshop]], possibly one found in a fortress, or it can be constructed by the character. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.&lt;br /&gt;
&lt;br /&gt;
=== Butchery ===&lt;br /&gt;
&lt;br /&gt;
'''[[Butcher|Butcher]]''' acts similarly to fortress mode's [[butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand, or on the same tile as the corpse, press {{k|x}} for the crafting menu, then select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
=== Natural abilities and acquired powers ===&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' gives you spit (if you are a creature that can), which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu. Other natural abilities exist (such as breathing fire), but only some are usable, since some belong to creatures that are not playable.&lt;br /&gt;
&lt;br /&gt;
You may also gain acquired abilities when you become a creature of the night, such as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
=== Composing ===&lt;br /&gt;
&lt;br /&gt;
Composing allows you to select '''musical compositions''' or '''choreography''' to create new songs and dances. Upon selecting one of the two, you will then be able to select from one of the art forms already known to the adventurer, which the specific song or dance will be an example of.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
&lt;br /&gt;
'''[[Writer|Writing]]''' allows the adventurer to write books and scrolls, allowing one to create various types of literature. Writing requires reading or writing skill as a prerequisite, along with a blank scroll or quire available. Each option produces different results.&lt;br /&gt;
&lt;br /&gt;
* '''Guide''' - General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail.&lt;br /&gt;
&lt;br /&gt;
* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. E.G: the ascension of that adventurer to lordship, companions joining the party, and other such events.&lt;br /&gt;
&lt;br /&gt;
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.&lt;br /&gt;
&lt;br /&gt;
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as a multiple-chapter work, each chapter relating to a historical event related to the writing's subject.&lt;br /&gt;
&lt;br /&gt;
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.&lt;br /&gt;
&lt;br /&gt;
* '''Composition''' - Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition you do not get to select which musical form to base the song on.&lt;br /&gt;
&lt;br /&gt;
* '''Choreography''' - As with compositions above, this writes down a new dance based on a randomly-selected dance form the adventurer knows.&lt;br /&gt;
&lt;br /&gt;
* You can also unlock even more types of writing by going to a library and reading books of different genres, such as '''biographies'''.&lt;br /&gt;
&lt;br /&gt;
Additionally, at the bottom of the writing menu, you have the option of writing down specific songs and dances known to the adventurer.&lt;br /&gt;
&lt;br /&gt;
== Woodcutting, building and site management ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can chop down trees for resources, and build their own personal sites to claim as their own - neither of these actions can currently be performed on existing sites like towns. Building currently needs wooden logs, acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.&lt;br /&gt;
&lt;br /&gt;
Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night ('''*ahem*''' ''or random bandits or animals, if one is not in a demon's domain, per se''). Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction, to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode).&lt;br /&gt;
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay)  After building your structure, you can designate zones for  {{DFtext|Mead Hall}},  {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and &amp;quot;build&amp;quot; the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).&lt;br /&gt;
&lt;br /&gt;
=== Faction management ===&lt;br /&gt;
&lt;br /&gt;
After you create a mead hall zone, you can claim it like any other mead hall. You will get a text popup telling you that you are in control now, and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. Note: If they are not your companions, they will not build for you. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand, if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
:'' Main article: [[Site]]&lt;br /&gt;
More information on each type of site can be found in the site's specific article.&lt;br /&gt;
&lt;br /&gt;
At these sites you can trade, take quests, or talk with people:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|0:0:1}} &lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:0}} &lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:1}} &lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:1}} &lt;br /&gt;
| [[Castle]]{{version|0.47.01}}&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} {{Raw Tile|₧|6:0:1}} &lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| Elves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} &lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} &lt;br /&gt;
| [[Town]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:0}} &lt;br /&gt;
| [[Monastery]]{{version|0.47.01}}&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These sites are populated with goblins, monsters or undead. You may want to go there to accomplish a quest, or just for [[fun]]:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|☼|6:0:1}} &lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|0:6:0}} &lt;br /&gt;
| [[Fort]]{{version|0.47.01}}&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|º|5:0:0}} &lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} &lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|#|0:7:1}}&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} &lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}} &lt;br /&gt;
| [[Ruin|Ruins]]&lt;br /&gt;
| Monsters?&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Å|7:0:0}} &lt;br /&gt;
| [[Shrine]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|0|0:0:1}} &lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|I|5:0:0}} &lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| Undead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
:'' Main page: [[Adventurer mode F.A.Q.]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventurer mode gameplay]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=263782</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=263782"/>
		<updated>2022-04-27T11:34:01Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Race and civilization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old}}&lt;br /&gt;
{{Quality|Exceptional|Jan 2016}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''&lt;br /&gt;
&lt;br /&gt;
'''Adventurer mode''' (also called &amp;quot;Adventure mode&amp;quot; or simply &amp;quot;Adventure&amp;quot;) allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party{{version|0.47.01}}, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally murdered trying). You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more – you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], and [[elf]]). Humans inhabit cities, towns, and the occasional above-ground fortress, elves inhabit [[forest retreat]]s, dwarves are spread between &amp;quot;deep sites&amp;quot; which sometimes do not contain a direct connection to the surface, [[fortress]]es which are built into the surface and almost always connect to the underground, and &amp;quot;hill dwarves&amp;quot; who inhabit a loose collection of [[hillock|mounds]] built into hillsides, and goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]]. Lastly, animal people can live with any civilization, in virtually any location. Human cities and [[town]]s, and dwarven fortresses are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites, but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it, but, if you have selected to &amp;quot;retire&amp;quot; the fortress, rather than abandon it, you will likely be able to encounter all the inhabitants from the year of retirement in fortress mode - however, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race and civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans - adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angels]]) by [[mission|conquering]] their [[site]]s in fortress mode.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.&lt;br /&gt;
&lt;br /&gt;
* '''Elves''' have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' begin with copper, bronze, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.&lt;br /&gt;
&lt;br /&gt;
* '''Intelligent Wilderness Creatures''', or [[animal people]], come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders''' are humans who are not part of any civilization. Playing as an outsider has some initial limitations - they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from most every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.&lt;br /&gt;
&lt;br /&gt;
* '''[[Goblin]]s''' and '''[[Experiment]]s''', that have joined one of the playable civilizations, will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves; while experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood.&lt;br /&gt;
&lt;br /&gt;
=== Status ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment&lt;br /&gt;
The number of skill points is less significant than the number of attribute points, because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes &lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.&lt;br /&gt;
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted - exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts.&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well.&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing.&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.&lt;br /&gt;
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten. Important to navigate fortresses and underground mazes.&lt;br /&gt;
There is also '''Patience''', which has no known effect in Adventurer Mode.*&lt;br /&gt;
&lt;br /&gt;
:(*) as of the newest updates to adventure mode, the '''Patience''' attribute (as a base stat) determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading).&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]].&lt;br /&gt;
&lt;br /&gt;
Each skill enables the character to use the appropriate weapon more effectively.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Fighter]] and [[Archer]].&lt;br /&gt;
&lt;br /&gt;
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.&lt;br /&gt;
&lt;br /&gt;
==== Defence skills ====&lt;br /&gt;
&lt;br /&gt;
Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]].&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].&lt;br /&gt;
&lt;br /&gt;
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].&lt;br /&gt;
&lt;br /&gt;
==== [[Personality]] ====&lt;br /&gt;
&lt;br /&gt;
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality_trait#Goals|goals]], as well as their tolerance for stimuli like combat, trauma, and death.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay}}&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===&lt;br /&gt;
&lt;br /&gt;
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel - press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress - of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Status and information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Looking around ====&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what's going on. If there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
==== Status screen ====&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
==== Saving the game ====&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
=== Searching and manipulating ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with. {{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield (frees your hands for tasks such as climbing or grabbing). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list - it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands - this often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}} or be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers).&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground - you can remove any number of items from your backpack and equip them all in the same hand.)&lt;br /&gt;
&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===&lt;br /&gt;
&lt;br /&gt;
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and you will be more vulnerable to ambush, so it is better to find a shelter before night.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Sleep|Sleep]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{{main|Combat#Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using  {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)&lt;br /&gt;
&lt;br /&gt;
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Jumping at an enemy with {{k|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.&lt;br /&gt;
&lt;br /&gt;
During gameplay (not in fast travel mode), you can press {{k|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.&lt;br /&gt;
&lt;br /&gt;
=== Talking ===&lt;br /&gt;
&lt;br /&gt;
{{main|Talking}}&lt;br /&gt;
&lt;br /&gt;
You can talk with people - to begin a conversation or performance, press {{k|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys - use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard.  After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.&lt;br /&gt;
&lt;br /&gt;
('''Note that you can press {{k|Esc}} to not choose anything - the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')&lt;br /&gt;
&lt;br /&gt;
=== Companions ===&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay#Companions}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as &amp;quot;theft&amp;quot; in legends or rumors, but if the item isn't marked as for sale, nobody cares). It is punishable by death if you are caught, and exile if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.&lt;br /&gt;
&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.&lt;br /&gt;
&lt;br /&gt;
Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them - some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.&lt;br /&gt;
&lt;br /&gt;
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into &amp;quot;stealthy grabs&amp;quot;, and wait until nightfall to strike - even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.&lt;br /&gt;
&lt;br /&gt;
=== Quest log ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' - Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Create|Create]]===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, butcher, compose songs or dances or write books and scrolls.&lt;br /&gt;
&lt;br /&gt;
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Woodcutting, building and site management|Site management]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their own - neither of these actions can currently be performed in existing sites, like [[town]]s. Building currently needs wooden logs, obviously acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.  Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete.  In building mode, the site can have a {{k|N}}ame assigned to it. Use {{k|z}}ones to assign functions to rooms in the site such as main hall, library, temple, etc - a site must have a name and at least one zone to become functional.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
&lt;br /&gt;
If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. &lt;br /&gt;
&lt;br /&gt;
In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed - if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of &amp;quot;panic button&amp;quot; if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Adventure mode quick reference]], [[Adventure mode quick start|quick start]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=263781</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=263781"/>
		<updated>2022-04-27T11:31:45Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:19, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sedil&lt;br /&gt;
| elvish  = thili&lt;br /&gt;
| goblin  = asmuk&lt;br /&gt;
| human   = idla&lt;br /&gt;
}}&lt;br /&gt;
'''Angels''' {{Raw Tile|Ä|7:0}} are procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is believed to be an endgame of [[adventurer mode]]. They are not available to be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Bim-sarasti.jpg|thumb|right|300px|&amp;quot;Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate.&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]Angels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the [[sphere]]s of their creator. The term &amp;quot;angel&amp;quot; is used loosely -- after all, they are sent by deities that knowingly released [[demon]]s into the world. As such, they are disproportionately associated with &amp;quot;dark&amp;quot; or &amp;quot;violent&amp;quot; spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the &amp;quot;'''Soldier'''&amp;quot; angel type to 10 from 6.  The sphere effects on body materials work the same way they do for demons etc., so a muck god will more likely have mud angels, a rainbow god; crystal angels, etc (there are about 30 spheres with material links). DEATH, MISERY, DARKNESS and NIGHT sphere angels can have dark color alterations.   All angels share certain traits, however; they are [[fanciful]] [[creatures]] who are all able to swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to [[fire]]. Assistants and Soldiers are able to equip items and freely open unlocked [[door]]s. Some angels have access to a [[syndrome]] called &amp;quot;divine sickness&amp;quot;, whose effects are randomized, but typically include effects such as vomiting blood, blisters, numbness and nausea. Others may have [[Creature_token#EXTRAVISION|extravision]], and they can be genderless, or have male and female castes.&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes--a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level item grinding grounds. Try to kill at least one Soldier and pick up their gear - your adventure will instantly become much easier. Do note that angels are quite capable of wandering out of their vaults, slaughtering any stragglers, so lingering near one is not a good idea. &lt;br /&gt;
&lt;br /&gt;
Angels usually can't be directly encountered in [[fortress mode]] unless you happen to [[embark]] on a vault, in which case your fortress' expected lifespan won't be very high. Dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault through a fortress mode mission, its angels become a playable race in adventure mode with dwarven starting setup and ethics.&lt;br /&gt;
&lt;br /&gt;
Overall, they are easier to defeat than demons for their smaller sizes (save for the Archangel) and lower chance of having a special ability.&lt;br /&gt;
&lt;br /&gt;
==Angel types==&lt;br /&gt;
[[File:Angel_Size.png|thumb|200px|Estimated size comparison between a group of angels (All made by the same god, Solon) and a dwarf.]]&lt;br /&gt;
Angels come in three categories:&lt;br /&gt;
&lt;br /&gt;
===Assistant===&lt;br /&gt;
&lt;br /&gt;
'''Assistants''' ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with level 4 combat skills and no weapons or armor, though they are able to equip them given the chance. A vault always contains exactly 50 of them.&lt;br /&gt;
&lt;br /&gt;
===Soldier===&lt;br /&gt;
&lt;br /&gt;
'''Soldiers''' ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient humanoid foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have &amp;quot;Talented&amp;quot; level combat skills. Their size is highly randomized - they can be larger or smaller than an average [[human]] - in some cases, their size difference from the player will be so marginal that they become able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language. Soldiers tend to be made of flesh, even though the others may be made of an inorganic material.&lt;br /&gt;
&lt;br /&gt;
===Archangel===&lt;br /&gt;
&lt;br /&gt;
The '''Archangel''' ({{Raw Tile|Ä|4:0:1}}) is the huge, bestial guardian of the final chamber. Only a single one of these powerful foes can be found in a vault. They stand 10,000,000 cm³, the same size as a [[forgotten beast]], and possess Grand Master [[skill]] in [[wrestling]], [[Combat skill|biting]], striking, kicking, fighter, [[Archery|archer]], dodging and [[observer]], making them almost equivalent in power to a unique demon if only they could have special attacks.&lt;br /&gt;
&lt;br /&gt;
Defeating the archangel grants the player access to the [[slab]] related to the vault's demon, allowing them to either bind them to their service or banish them back to the [[Underworld]].&lt;br /&gt;
&lt;br /&gt;
==Divine language==&lt;br /&gt;
{{Main|Divine language}}&lt;br /&gt;
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.&lt;br /&gt;
&lt;br /&gt;
In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's TRANSLATION token to GEN_DIVINE, it's possible to make them use the same names as the angels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_2]&lt;br /&gt;
	[DESCRIPTION:A one-eyed humanoid.  It has large mandibles and it has a rattling exhale.  Its gray skin is leathery.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Dead Minion:Dead Minions:Dead minion]&lt;br /&gt;
	[CASTE_NAME:Dead Minion:Dead Minions:Dead minion]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[DIFFICULTY:2]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:4]&lt;br /&gt;
	[NATURAL_SKILL:BITE:4]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:4]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:4]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:4]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:4]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:4]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:70000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_LARGE_MANDIBLES:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
	[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_1]&lt;br /&gt;
	[DESCRIPTION:A large humanoid composed of vomit.  It has wings and its body is bent and misshapen.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Warrior of Deformity:Warriors of Deformity:warrior]&lt;br /&gt;
	[CASTE_NAME:Warrior of Deformity:Warriors of Deformity:warrior]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[DIFFICULTY:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[FEMALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:AXE:6]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:6]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:6]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MACE:6]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:6]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:6]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:6]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:80000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_LOWER_BODY_STINGER]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:VOMIT]&lt;br /&gt;
		[TISSUE_MAT_STATE:SOLID]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
		[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[ODOR_STRING:vomit]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[COLOR:2:0:0]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_NAME:divine sickness]&lt;br /&gt;
		[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[SYN_IMMUNE_CREATURE:HF852 DIVINE_1:ALL]&lt;br /&gt;
		[SYN_INJECTED]&lt;br /&gt;
		[SYN_CONTACT]&lt;br /&gt;
		[SYN_INHALED]&lt;br /&gt;
		[SYN_INGESTED]&lt;br /&gt;
		[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:858:PEAK:1745:END:3188:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
		[CE_PAIN:SEV:100:PROB:100:START:343:PEAK:1602:END:4801:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:sting:stings]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_3]&lt;br /&gt;
	[DESCRIPTION:A great pterosaur composed of grime and filth.  It has two long, spiral horns and it has a rattling exhale.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]&lt;br /&gt;
	[CASTE_NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[DIFFICULTY:10]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:14]&lt;br /&gt;
	[NATURAL_SKILL:BITE:14]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:14]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:14]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:14]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:14]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:14]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[FEMALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:10000000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_2_HEAD_HORNS:RCP_4_TOES]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:GRIME]&lt;br /&gt;
		[TISSUE_MAT_STATE:SOLID]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
		[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[ODOR_STRING:filth]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:FLY:Fly:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[ru:Angel]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=263780</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=263780"/>
		<updated>2022-04-27T11:27:04Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Other notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[fortress mode]] that send one or more of your dwarves, in military [[squad]]s, to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is both the general and default term for any type of mission to an ''occupied'' foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids).&lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There are no social considerations, so no options to demand tribute or attack, you're simply traveling to a ruin to search for artifacts to grab.  This can include explorations of sites previously inhabited by your civilization.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the {{k|c}}ivilization/{{k|w}}orld Info map, then using the up/down/left/right keys to navigate around the map to select your target. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. &lt;br /&gt;
&lt;br /&gt;
Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach (i.e. across oceans/glaciers), but can be sent to unoccupied/abandoned sites, as stated above. If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
In addition to a default &amp;quot;raid&amp;quot;, you can check {{k|d}}etails to choose a different sub-type of raid: &lt;br /&gt;
&lt;br /&gt;
:* '''raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''pillage''' (openly attack)&lt;br /&gt;
:* '''raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''demand''' one-time tribute&lt;br /&gt;
:* '''demand''' ongoing tribute&lt;br /&gt;
:* '''conquer''' and occupy&lt;br /&gt;
:* '''demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target in the {{k|h}}oldings screen (under {{k|c}}ivilizations). This shows the ''political'' situation. All target locations with the same icon - even ones that are not attached - are [[holding]]s of the ''same civilization''. So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization represented by all other squares of the same icon, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options!  &lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site, especially if they're [[artifact]]s. The raiders [[ambusher]] [[skill]] [whose?] will affect their chances of success, if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Like pillaging, a razing mission uses the military tactics skill.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarves in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tameable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civ, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot to become very busy all year round indeed. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential trouble dwarves - usually night creatures, unhappy dwarves and [[noble]]s - since they will either stay at the conquered holding (or die in the attempt) - out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed - see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion related [[fun]] you want - if a civilization gives you too much trouble you can take the fight to them and attempt to raze its sites. Conversely, if you're getting bored, raiding a bunch of sites is likely to provoke some kind of retaliation. &lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, enter your (m)ilitary screen and replace each member in the missing squad with a random civilian in your fortress, then remove those civilians from the squad and leave it empty. Next, go to your (c)ivilizations/World Info screen and cancel the mission the squad was originally sent out to do. This is possible now that the squad is technically disbanded. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do, even though they aren't in the squad anymore. You will need to delete the old empty squad and make another, as the game still thinks they are part of the old squad and won't let you re-add them to it.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground.&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and [[angel]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tribute&amp;diff=263779</id>
		<title>Tribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tribute&amp;diff=263779"/>
		<updated>2022-04-27T11:14:35Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tribute''' caravans are delegations sent to your fortress to deliver you spoils in the form of random goods. The current way to obtain tribute is to send [[squad]]s on [[mission]]s to nearby [[site]]s. &lt;br /&gt;
&lt;br /&gt;
== Tribute content ==&lt;br /&gt;
&lt;br /&gt;
If your fortress performs a successful mission to &amp;quot;demand tribute&amp;quot;, whether it be one-time or annual, that site will send a caravan, once a year. No actual &amp;quot;trading&amp;quot; or broker is involved, they simply drop off the goods at your depot and then leave, without speaking to any of your dwarves. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control over the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals), and may largely appear random. Notably, tributes are one of the few ways to obtain evil animals tamed by goblins such as [[beak dogs]] for instance. Yearly tributes usually happen at the beginning of a season and may be arranged at any season, including winter. Note that a site's ability to provide tribute greatly depends on whether they have access to [[wagon]]s, pack animals and so forth, e.g. a goblin civilization is likely to provide you with a couple items as that's all a merchant can carry.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
&lt;br /&gt;
Sending a full squad with proper weapons to a site that's reasonably depopulated (&amp;lt; 100 denizens) is almost guaranteed to result in your tribute demand succeeding. Moreover, there is little apparent downside to demanding an ongoing tribute every year as opposed to one-time apart from [[FPS]] concerns. However, your tribute demand may fail if the contacted site is populated by creatures unable to make agreements, such as [[kobolds]]. In that case your dwarves will attack the site instead.&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
&lt;br /&gt;
Tributes are also one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war and therefore ensure that it will send out regular caravans afterwards, *on top* of the tribute caravans it'll be sending and even if your tribute demand failed. Successfully obtaining tribute from a civilization you are at war with may result in (presumably coerced) peace, assuming a state of peace is possible - currently only elven, human and dwarven civs.&lt;br /&gt;
&lt;br /&gt;
You can receive tribute from any populated site, including necromancer [[tower]]s and goblin civilizations at war with you. You can acquire tame sentients (including things that should just flat out not be tamable at all, like goblins) from raids and demanding one-time tribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Tribute]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diplomacy&amp;diff=263778</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diplomacy&amp;diff=263778"/>
		<updated>2022-04-27T11:05:25Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Diplomacy states */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a crude '''diplomacy''' system in ''Dwarf Fortress'' that dictates how your [[fortress]] interacts with the various [[civilization]]s around the world. It is important to keep in mind, as due to [[world generation]], your civilization may already start at [[war]] with one or more of its neighbors.&lt;br /&gt;
&lt;br /&gt;
==Diplomacy states==&lt;br /&gt;
&lt;br /&gt;
The civilization screen provides basic information on the various diplomacy states:&lt;br /&gt;
&lt;br /&gt;
* '''No contact''': Exactly what it says. The entity will not interact with you unless you initiate first contact (i.e. through a [[mission]]). Currently the most 'peaceful' way is to 'demand tribute', as this usually succeeds and even when it fails it won't result in an outright war. A civilized entity that has been 'contacted' this way will start sending [[caravan]]s to you if able (that is, if they have the necessary tokens for pack animals).&lt;br /&gt;
* '''Peace''': The normal state of being for most civilizations you are in contact with. Civilized entities will trade with you and send [[diplomat]]s. Note that you may be noted to be at peace with goblin civilizations, but this does not stop them from attacking your fortress. Successfully obtaining [[tribute]] from a civilization at war with you may result in (presumably coerced) peace. Human and elven civilizations may also send [[diplomat]]s to your fortress that will offer a peace agreement. &lt;br /&gt;
* '''Alliance''': A peculiar state beyond 'peace', [[alliance]]s are formed between civilization to fend off world existential threats, e.g. [[necromancer]] takeovers. It is unknown whether alliances have any effect in fortress mode or whether it is indeed possible to form one in game at all.&lt;br /&gt;
* '''Skirmishing''': An intermediate state between peace and outright war that usually exists with small-time entities such as [[Tower (necromancy)|towers]]. It is unknown whether a state of skirmishing results in lower invasion frequency. Raiding a tower will 'upgrade' this state into a full-blown war.&lt;br /&gt;
* '''War''': The civilizations will engage in full-on warfare with one another. Entities you are at war with will potentially send [[siege]]s to your fort, especially if you attack them first. Attempting to raid, pillage or raze a site will trigger a war with its parent civilization. Note that goblin civilizations are always functionally at war to your own, even if not formally marked as being at war with your entity. This is because of their [c|BABYSNATCHER] tag, see [[faction]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tribute&amp;diff=263753</id>
		<title>Tribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tribute&amp;diff=263753"/>
		<updated>2022-04-24T11:45:22Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tribute''' caravans are delegations sent to your fortress to deliver you spoils in the form of random goods. The current way to obtain tribute is to send [[squad]]s on [[mission]]s to nearby [[site]]s. &lt;br /&gt;
&lt;br /&gt;
If your fortress performs a successful mission to &amp;quot;demand tribute&amp;quot;, whether it be one-time or annual, that site will send a caravan, once a year. No actual &amp;quot;trading&amp;quot; or broker is involved, they simply drop off the goods at your depot and then leave, without speaking to any of your dwarves. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control over the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins such as beak dogs for instance. Yearly tributes usually happen at the beginning of a season and may be arranged at any season, including winter.&lt;br /&gt;
&lt;br /&gt;
If you successfully sent a squad on a mission to conquer a neighbouring site, it will also be incorporated into your holdings. Your conquering forces will remain onsite as administrators and occupiers, though you may call (most of) them back by requesting workers with your messenger. The site will also send tribute to you, in the form of various items and livestock. &lt;br /&gt;
&lt;br /&gt;
Tributes are also one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war and therefore ensure that it will send out regular caravans afterwards, *on top* of the tribute caravans it'll be sending and even if your tribute demand failed. &lt;br /&gt;
&lt;br /&gt;
You can receive tribute from any populated site, including necromancer [[tower]]s. You can acquire tame sentients (including things that should just flat out not be tamable at all, like goblins) from raids and demanding one-time tribute.&lt;br /&gt;
&lt;br /&gt;
Note that a site's ability to provide tribute greatly depends on whether they have access to [[wagon]]s, pack animals and so forth, e.g. a goblin civilization is likely to provide you with a couple items as that's all a merchant can carry.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Tribute]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diplomacy&amp;diff=263752</id>
		<title>Diplomacy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diplomacy&amp;diff=263752"/>
		<updated>2022-04-24T11:05:51Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: Created page with &amp;quot;There is a crude '''diplomacy''' system in ''Dwarf Fortress'' that dictates how your fortress interacts with the various entities around the world. It is important to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a crude '''diplomacy''' system in ''Dwarf Fortress'' that dictates how your [[fortress]] interacts with the various [[entities]] around the world. It is important to keep in mind, as due to [[worldgen]] your [[civilization]] may already start at [[war]] with one or more of its neighbors. The civilization screen provides basic information on the various diplomacy states:&lt;br /&gt;
&lt;br /&gt;
* '''No contact''': exactly what it says. The entity will not interact with you unless you initiate first contact (i.e. through a [[mission]]). Currently the most 'peaceful' way is to 'demand tribute', as this usually succeeds and even when it fails it won't result in an outright war. A civilized entity that has been 'contacted' this way will start sending [[caravan]]s to you if able (that is, if they have the necessary tokens).&lt;br /&gt;
&lt;br /&gt;
* '''Peace''': the normal state of being for most civilizations you are in contact with. Civilized entities will trade with you and send [[representative]]s. Note that in the latest versions you may be even be at peace with [[goblin]] civs.&lt;br /&gt;
&lt;br /&gt;
* '''Alliance''': a peculiar state beyond 'peace', [[alliance]]s are formed between civilization to fend off world existential threats, e.g. [[necromancer]] takeovers. It is unknown whether alliances have any effect in fortress mode or whether it is indeed possible to form one in game at all.&lt;br /&gt;
&lt;br /&gt;
* '''Skirmishing''': an intermediate state between peace and outright war that usually exists with small-time entities such as [[tower]]s. It is unknown whether a state of skirmishing results in lower invasion frequency. Raiding a tower will 'upgrade' this state into a full-blown war.&lt;br /&gt;
&lt;br /&gt;
* '''War''': your civilization will often be at war with goblin civs and towers. Entities you are at war with will potentially send invasion forces to your fort, especially if you attack them first. Attempting to raid, pillage or raze a site will trigger a war with its parent civ.&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Monster_slayer&amp;diff=263216</id>
		<title>Monster slayer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Monster_slayer&amp;diff=263216"/>
		<updated>2022-03-30T15:07:25Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Behaviour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:29, 6 July 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
'''Monster slayers''' are [[visitor]]s that will visit and [[petition]] to stay in order to slay [[creature]]s in your [[cavern]]s. They begin arriving to your fortress after you have first breached into any cavern layer, regardless of whether the fort has any [[locations]].&lt;br /&gt;
&lt;br /&gt;
Their above-ground counterparts are the [[beast hunter]]s.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
&lt;br /&gt;
Monster slayers arrive with their own [[weapon]]s and [[armor]], as well as some degree of basic [[combat skill]]. If you accept their service, they will live among your dwarves like regular citizens, although they will spend all of their time either loitering around [[meeting hall]]s or prowling any breached caverns on your map they have access to, searching for cavern creatures to fight. Monster slayers cannot be assigned any labors, will not haul anything, and cannot be given orders or controlled by burrows or other means.&lt;br /&gt;
&lt;br /&gt;
Monster slayers are less helpful than they might initially seem. Allowing these visitors to regularly rampage through your caverns will occasionally produce free [[meat]], [[bone]], and [[hide]]s, but they are sloppy in their work - because you can't direct them to kill particular units, they'll often wipe out half a pack of [[troglodyte]]s while ignoring the other half entirely, and they will rush headlong into battle with that [[giant cave spider]] you'd been hoping to cage and farm. They are also often poorly suited to life in combat; some may arrive who hate all things military and panic at the first sign of violence, while others have ineffectual skills which will inevitably end with them being killed by the monsters they're supposed to be hunting. Consider exiling monster slayers who seem like they're destined for tantrums, or arrange &amp;quot;accidents&amp;quot; for them if they happen to be carrying interesting equipment. [[Steel]] is steel, after all.&lt;br /&gt;
&lt;br /&gt;
== How to have monster hunter citizens ==&lt;br /&gt;
&lt;br /&gt;
1) Accept long-term residency petition from monster hunter&lt;br /&gt;
2) Send monster hunter to another [[holding]]&lt;br /&gt;
3) Eventually monster hunter returns, under a different profession&lt;br /&gt;
4) Monster hunter will now apply for citizenship two years after return&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
=== Effectiveness === &lt;br /&gt;
In case of using them for monster slaying note that they will produce plenty of litter (by killing harmless creatures) and by leaving pieces of themselves on encountering actual monsters&amp;lt;!--http://www.bay12forums.com/smf/index.php?topic=176059.msg8118046#msg8118046--&amp;gt;. They are good for filing your tavern/inn with customers, which doesn't have much tangible benefit to you but makes it look busy if you don't regularly get other kinds of visitors.&lt;br /&gt;
&lt;br /&gt;
=== Sealing caverns ===&lt;br /&gt;
Leaving caverns open is always an invitation to trouble, and monster slayers only reduce this risk slightly. Be sure to keep whatever access routes they use well-guarded with [[trap]]s, [[door]]s, and dwarven guards in order to intercept the [[jabberer]] or [[cave dragon]] that will inevitably slip on in. Or with an all-powerful [[drawbridge]]. Alternatively, you may have the opening to the caverns disconnected from your fortress, so that cavern creatures have to path through the surface to reach you, and slayers don't need to step foot into your fortress to reach them. Also, be aware that closing off that cavern without sealing in some wandering monster slayers will take some effort on your part; barricading them in their bedrooms while they sleep until they've all safely left the cavern is pretty much the only way (unless you don't mind leaving them to fight to the death down below). They will follow the civil burrow rules. This might also be a possibility to get them out (and pretty much all the others).&lt;br /&gt;
&lt;br /&gt;
=== Healthcare ===&lt;br /&gt;
Finally, don't even think about playing with monster slayers until you have a functional [[hospital]] up and running. Both the slayers and the civilians that play around down there are at risk of injury at any time. Strongly consider keeping the caverns walled off until you have a proper medical facility in place. Worst case scenario, you leave your poor slayers wandering bored around your [[tavern]] for a few years. There are far worse things in life.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Beast hunter]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Monster slayer]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=263215</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=263215"/>
		<updated>2022-03-30T15:04:40Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:27, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors leave after they complete all of their activities.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes they are [[agent]]s assuming fake identities in order to scout your fortress for items of value.&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. Go to the {{k|l}}ocations menu, and on the first screen, select their name from the fort-wide occupation list, press {{k|Enter}} to reassign, and choose {{DFtext|Nobody|6:1}}. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Multiplayer&amp;diff=254672</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Multiplayer&amp;diff=254672"/>
		<updated>2020-08-30T13:39:08Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: Created page with &amp;quot;{{Quality|Exceptional|21:35, 30 August 2020 (UTC)}} {{av}}  ''Dwarf Fortress'' is, at its core, a single-player game. The game was designed and build from the ground up to be...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:35, 30 August 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is, at its core, a single-player game. The game was designed and build from the ground up to be played by a single person, there is no multiplayer support, and no indication that it is ever going to be planned, even in the (very) far-reaching timeline envisioned by the Adams brothers. &lt;br /&gt;
&lt;br /&gt;
''However'', it is possible, most often through unofficial and [[Utility:DFHack|hacky]] methods, to enjoy a multiplayer-like experience of the game, depending on your definition of 'multiplayer'. &lt;br /&gt;
&lt;br /&gt;
*'''[https://dwarffortresswiki.org/Succession Succession]''': in which players take turns controlling a single fortress or adventurer and pass the save file around. No specific implementation is needed, only a messaging board such as the bay12 forums to agree on the specifics.&lt;br /&gt;
&lt;br /&gt;
*'''Hotseat''': a single instance of the game runs, but the controls are shared among multiple players. This can be done over telnet with [[Utility:Dfterm2|Dfterm2]] ([http://www.bay12forums.com/smf/index.php?topic=50643.0]) or over a web interface with [https://dwarffortresswiki.org/index.php?title=Utility:Dfterm3 Dfterm3] or [http://www.bay12forums.com/smf/index.php?topic=139975 DF Everywhere].&lt;br /&gt;
&lt;br /&gt;
*'''Co-op''': a single instance of the game runs, but different screens are rendered to different players. This is implemented through [http://www.bay12forums.com/smf/index.php?topic=176070.0 dfplex].&lt;br /&gt;
&lt;br /&gt;
*'''[http://www.bay12forums.com/smf/index.php?topic=165168.0 Arena mode]''': a single instance of the game on Arena mode runs, and players 'control' a single unit (in reality, the AI controls it and DFHack transmits the human instructions).&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=254488</id>
		<title>Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=254488"/>
		<updated>2020-08-20T18:05:47Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Special considerations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:09, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
A '''siege engine''' in ''Dwarf Fortress'' is half building, half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista).  A [[ballista arrow]] can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a catapult cannot harm [[dwarf|dwarves]] or [[animal trainer|tamed animals]].&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Siege engines can be made to face in any of the four cardinal directions, but they cannot be moved after placement.  They can, however, be rotated, or deconstructed back into their 3 parts (with {{k|q}}-{{k|x}}), to be moved elsewhere.  Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially-made [[ammo]] – [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]]). Catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all.&lt;br /&gt;
&lt;br /&gt;
[[File:siege-engines.jpg|thumb|230px|right|Three types of common siege engines.]]&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
{{key|b}}-{{key|i}}&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about, other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the [[Siege operator]] [[job]] will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
Since catapults will never hurt your dwarves, you can easily take the above designs and face the catapults towards each other with channels behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ######################&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #########....#########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is obviously only for training purposes, but the point is efficiency.  As each catapult fires, it &amp;quot;gives&amp;quot; stones to the engine across from it.  This is entirely self contained, as your operators will continuously recycle the same ammunition, practically playing &amp;quot;catch&amp;quot; with the stones they are training with.  Stones will always be available directly behind each operator, however &amp;lt;s&amp;gt;dorfs&amp;lt;/s&amp;gt; some dwarves are incredibly stupid.  They will tend to pick the last MINED stone for loading (like masons and crafters), so its best to burrow them into the range.  Even then, the idiots will sometimes cross the range and pick up stones from the far end.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire – they will only shoot at creatures directly &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. Unskilled operators have trouble aiming perfectly straight, and their shots will randomly veer off to either side, resulting in a field of fire roughly 19 degrees across. Highly skilled operators fire their shots perfectly straight, restricting their field of fire to a straight line facing directly north/south/east/west.&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary – ammo only flies out, never up.&lt;br /&gt;
* Catapults have a minimum range – at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by [[fortification]]s.&lt;br /&gt;
* [[Siege operator]]s are civilians and, as such, they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
* Siege operators cannot &amp;quot;aim&amp;quot; sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will &amp;quot;go wild&amp;quot; and veer off to either side by a random amount. In the case of catapults, however, these &amp;quot;wild&amp;quot; shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).&lt;br /&gt;
&lt;br /&gt;
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is &amp;quot;unskilled&amp;quot;), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:&lt;br /&gt;
&lt;br /&gt;
Dabbling - 0%&lt;br /&gt;
Novice - 18.7%&lt;br /&gt;
Adequate - 34.9%&lt;br /&gt;
Competent - 48.8%&lt;br /&gt;
Skilled - 60.6%&lt;br /&gt;
Proficient - 70.4%&lt;br /&gt;
Talented - 78.4%&lt;br /&gt;
Adept - 84.8%&lt;br /&gt;
Expert - 89.8%&lt;br /&gt;
Professional - 93.6%&lt;br /&gt;
Accomplished - 96.3%&lt;br /&gt;
Great - 98.1%&lt;br /&gt;
Master - 99.2%&lt;br /&gt;
High Master - 99.76%&lt;br /&gt;
Grand Master - 99.97%&lt;br /&gt;
Legendary - 100% &lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows may hit any units in any square that the head passes through.  They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}&lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will, in due time, clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen [[ambush]]es, or if you wish to move [[stone]] across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 10-20 degrees wide. Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They may cease firing and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's reload time (and possibly accuracy).{{verify}} It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.&lt;br /&gt;
&lt;br /&gt;
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows may hit multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼     ╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼     ╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼     ╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;tt&amp;gt;＋&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point.  If the ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Siege projectiles are surprisingly non-lethal{{bug|818}}&lt;br /&gt;
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Army corps of engineers|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249247</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249247"/>
		<updated>2019-12-16T16:17:19Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the early seasons, followed by a large wave in the low double digits in the second spring, one year after embark (the maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
Migrants will often have skills that match your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable in fortress mode like [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP affects only migration, it has no effect on pregnancies. You will need to alter STRICT_POPULATION_CAP in order to limit births.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well established (few towns or none) compared to a well established one.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here] and is also included in the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times the citizens can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerosity. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure xactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, you might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=249246</id>
		<title>Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=249246"/>
		<updated>2019-12-16T16:04:14Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Planning stairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:31, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Stairs''' allow [[creatures]] to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of the appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|''A side-view illustration of various digging designations.'']]&lt;br /&gt;
&lt;br /&gt;
Caravan [[wagon]]s can't travel across stairs -- you need [[ramp]]s for those to be able to reach your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. [[Floor hatch]]es can stop both falling creatures and liquid. They can also be locked to keep those pesky [[crundle]]s from interrupting everything your dwarves could possibly do.&lt;br /&gt;
&lt;br /&gt;
Down stairs reveal a tile directly beneath them. If it's [[water|wet]] or [[magma|warm]], the designation on this tile will be removed.&lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, stairs can only be [[Construction removal|removed]] by dwarves (ordered to do so - never on their own initiative) or [[cave-in]]s. Dug-out stairs can melt, if made from [[ice]], but are otherwise just as resistant to damage - they can be removed by channeling the stair tile.&lt;br /&gt;
&lt;br /&gt;
Stairs are fully capable of holding any amount of weight above them. An up stair or up/down stair will stop tiles falling during a [[cave-in]]; a down stair will not. However, when any stair tile is collapsed by a cave-in, the stairs disappear entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planning stairs ==&lt;br /&gt;
&lt;br /&gt;
Stairs can be created in two different ways, or a combination of them: &lt;br /&gt;
* You can use the [[designations]] menu ({{k|d}}) to carve them out of a wall of unmined material (see [[digging]]).&lt;br /&gt;
* You can use the build menu ({{k|b}}{{k|C}}) to construct them in an open tile using material you have already gathered.&lt;br /&gt;
&lt;br /&gt;
However, a down or up stair will give you sufficient access to the adjacent level to build connecting stairs. This means you can dig directly downwards or even directly upwards using stairs without needing any other forms of access to the area. &lt;br /&gt;
&lt;br /&gt;
You can't designate an up stair on a square that has already been dug out; you have to carve one out of an existing wall or {{k|b}}uild instead. You can then build the matching down stair on the level above.&lt;br /&gt;
&lt;br /&gt;
For a basic mineshaft/stair tutorial click [http://www.youtube.com/watch?v=50JO6XaKv2M&amp;amp;feature=plcp here]&lt;br /&gt;
&lt;br /&gt;
Up stairs can be converted to up/down stairs by using {{k|d}}{{k|j}} to designate down stairs on them.  However, down stairs cannot be converted to up/down stairs by using {{k|d}}{{k|u}} to designate up stairs on them. This is only possible with a constructed up/down stair {{k|b}}{{k|C}}{{k|x}} on top of the down stair .&lt;br /&gt;
&lt;br /&gt;
Designating an up-stair on a wall changes it into an up-stair.&lt;br /&gt;
&lt;br /&gt;
Designating an up-stair on a floor or down-stair does nothing.&lt;br /&gt;
&lt;br /&gt;
Designating a down-stair on a wall or floor changes it into a down-stair.&lt;br /&gt;
&lt;br /&gt;
Designating a down-stair on an up-stair changes it into an up+down-stair.&lt;br /&gt;
&lt;br /&gt;
Constructing any type of stair in any location results in that exact type of stair being produced. &lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249245</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249245"/>
		<updated>2019-12-16T15:57:02Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Caravans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:10, 22 February 2017 (UTC)}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in ''Dwarf Fortress'' first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that aren't readily available in the local area. It also allows for more freedom in selecting starting gear and skills at [[embark]], since neglected items can be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside or secure it with [[wall]]s, [[bridge]]s and other fortifications to protect caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|7:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (clear glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, and spring for elves. If your fortress was founded in spring, it is likely that only a dwarven caravan will arrive the first year. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity_token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions and z-levels each year. However, they will always arrive at a location with a wagon-navigable path to the Trade Depot when one is available (though site-bisecting features like rivers might limit them to appear on a specific side). Caravans may leave without trading if it takes too long to reach the trade depot, or if they become spooked by wildlife or corpses. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Caravans can be restricted to show up in a specific spot on the map edge, but under some circumstances they will insist on showing up on one particular side of the map. The current theory is that this is caused by rivers (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]]. Merchants and diplomats go insane if they are unable to reach the map edge within 25 days of having finished their business at your fortress - for diplomats, this is when they end the meeting and try to leave, and with merchants it's when they've finished packing everything up. &lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches an obstacle in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering a locked door will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Greetings from the mountainhome. Your efforts are legend there. Let us trade!&amp;quot;''&lt;br /&gt;
:''&amp;quot;Greetings from the outer lands. Your efforts are legend there. Let us trade!&amp;quot;'' (If your fort is the mountainhome.)&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
:''&amp;quot;Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade: Elven traders do not like to be offered any tree byproducts unless they are &amp;quot;grown&amp;quot;, which only elves can produce. &lt;br /&gt;
&lt;br /&gt;
Forbidden (dwarf-made) items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* Tallow [[Soap]] (made with [[lye]]), but not Plant Soap{{bug|8571}}&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass. Note that items elven caravans sell ''can'' be resold to them, as the elves know that they were made in an elf-kosher way.&lt;br /&gt;
&lt;br /&gt;
Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
:''&amp;quot;Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Modded [[civilization]]s ====&lt;br /&gt;
If you [[modding|add]] additional civilizations to the game, they may also send caravans to you.&lt;br /&gt;
&lt;br /&gt;
The following [[entity token]]s affect the appearance of the caravans:&lt;br /&gt;
&lt;br /&gt;
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals, it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.&lt;br /&gt;
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
== Nobles ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. If a caravan becomes terrified by wildlife or horrified by corpses it will turn around and flee the map. Any event resulting in the death of any merchant or pack animal will also cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan. (Presumably because you've left a witness to report what happened.)&lt;br /&gt;
&lt;br /&gt;
Overall, a given caravan visit can have a number of &amp;quot;problems&amp;quot; which will affect your relations with their civilization:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;never seen again&amp;quot; - the entire caravan was destroyed and nobody left the map.&lt;br /&gt;
&lt;br /&gt;
2. &amp;quot;suffered hardships&amp;quot; - one or more merchants were killed, but some of them survived long enough to leave the map&lt;br /&gt;
&lt;br /&gt;
3. &amp;quot;seized goods&amp;quot; - you seized goods from the caravan and they left&lt;br /&gt;
&lt;br /&gt;
4. &amp;quot;offended&amp;quot; - you tried to trade wooden items to the Elves&lt;br /&gt;
&lt;br /&gt;
5. &amp;quot;missing goods&amp;quot; - the value of the caravan's goods when they left was less than what it was when they arrived (i.e. they had a net loss)&lt;br /&gt;
&lt;br /&gt;
All of these will make the parent civilization unhappy, though some more than others. They take offence to both accidents and hostile acts - accidents just annoy them slightly less. In the case of elven traders, they will take offence to your actions and bring fewer goods next year, do it too many times and they will declare war on you.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground and aboveground map edges.  If an unobstructed path through your fortress reaches a cavern edge, then blocking all overland paths will cause the merchants to depart underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface. While it requires more preparation, an elevated bridge to a map edge can also allow traders to depart in peace.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals can, however.&lt;br /&gt;
&lt;br /&gt;
If a large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Caravans become terrified/horrified very easily, abandon their wagons, and flee. {{bug|7185}}&lt;br /&gt;
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*Wagons can occasionally become &amp;quot;stuck&amp;quot; on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants MAY drop items and leave behind pack animals (Both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Construction&amp;diff=249244</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Construction&amp;diff=249244"/>
		<updated>2019-12-16T15:55:48Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:48, 28 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Further information|Mega construction}}&lt;br /&gt;
&lt;br /&gt;
'''Constructions''' are buildings such as [[floor]]s, [[wall]]s, and [[stairs]]. They can be made of [[boulder]]s, [[log]]s, [[block]]s, and [[bar]]s of any solid material—including [[wood]], [[stone]], [[metal]], [[glass]], [[clay]], and even [[soap]]—and are accessible in the {{k|b}}uild-{{k|C}}onstruction menu. One exception is the [[Minecart|track stop]], found in the construction submenu even though it is a regular [[building]].&lt;br /&gt;
&lt;br /&gt;
Unlike most objects accessed from the {{k|b}}uild menu, constructions are treated as inert terrain features when completed, with a few limitations as described below.  Additionally, constructions can only be interacted with by loo{{k|k}}-ing at them or by pressing {{k|d}}-{{k|n}} to designate their removal. Using the {{k|q}}uery or {{k|t}}ask selection will give no information after the construction is completed, but will allow [[removal]], suspension, and an idea of the current status before the construction is complete.&lt;br /&gt;
&lt;br /&gt;
== Required labors ==&lt;br /&gt;
&lt;br /&gt;
In order to make a construction, a dwarf must have the &amp;quot;Wall/Floor Construction&amp;quot; [[labor]] enabled, found under the &amp;quot;Other Jobs&amp;quot; heading.&lt;br /&gt;
&lt;br /&gt;
The [[construction removal]] labor is required for removing constructions.&lt;br /&gt;
&lt;br /&gt;
No experience is granted when building or removing constructions.&lt;br /&gt;
&lt;br /&gt;
== Constructions and mines ==&lt;br /&gt;
&lt;br /&gt;
Constructions are similar to [[Mining|mined out formations]]. However, unlike the [[wall]]s and [[floor]]s surrounding [[Mining|mined]] or [[channel]]ed spaces, constructed features cannot be smoothed, engraved, or carved into minecart tracks. In order to construct [[smoothing|smooth]] stone [[wall]]s and [[floor]]s, [[block]]s need to be used in place of raw [[stone]]. [[Wood]], [[metal]], and [[glass]] constructions are not considered either rough or smooth, but in the case of wood, building with [[block]]s will increase room value - [[metal]] [[bar]]s have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can ''only'' be used in block form.&lt;br /&gt;
&lt;br /&gt;
== Order of construction ==&lt;br /&gt;
&lt;br /&gt;
Constructions are built in a Last-In-First-Out (LIFO) order. That means that whichever constructions are ordered first will be built last. Also, if there is a large group of constructions being built, and a new set of constructions is ordered, the constructions in progress will be ignored until the new constructions are finished. &lt;br /&gt;
&lt;br /&gt;
Respecting the LIFO order is also necessary to efficiently and correctly construct [[Tower (project)|multi-z-level walls]].&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
Constructions which have not yet been completed are technically Buildings, which permits them to be toppled by building destroyers. Once they are completed, they become map tiles, which are effectively indestructible. Constructions are generally inert, resisting [[building destroyer]]s, but will be destroyed if [[magma]] and [[water]] can interact in the square of the construction to form [[obsidian]], or in a [[cave-in]].  Building and removing a construction can change the floor it is built upon to a default value, removing things like [[engraving]]s and the &amp;quot;magma flow&amp;quot; floor above [[semi-molten rock]].&lt;br /&gt;
&lt;br /&gt;
==Impact on framerate==&lt;br /&gt;
Constructions introduce slowdowns from two angles:&lt;br /&gt;
1. It has to keep track of the original item (though there is a DFHack plugin which will delete the item and flag the construction as &amp;quot;recreate the item from scratch when you deconstruct it&amp;quot;), which means that general item lookups take slightly longer (it's done via binary search, so you'd only notice significant slowdowns each time the item count in your fortress doubles).&lt;br /&gt;
2. It has to keep track of what the construction is made of, using a separate structure that needs to be looked up for each constructed tile that is visible on the screen. These also use binary searches, though with three values (X+Y+Z coordinates) instead of just one so they're a little bit slower. Typically, you only get noticeable slowdowns when you're building something on the scale of Flarechannel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions| }}&lt;br /&gt;
[[ru:Construction]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mandate&amp;diff=249243</id>
		<title>Mandate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mandate&amp;diff=249243"/>
		<updated>2019-12-16T15:49:06Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:16, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item, or an [[Trading|export]] ban on certain items.  Starting nobles such as the [[expedition leader]] will not make mandates; upgraded nobles like the [[mayor]] will. Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:&lt;br /&gt;
* '''1 mandate:''' [[Baron]], [[Mayor]]&lt;br /&gt;
* '''2 mandates:''' [[Count]] &lt;br /&gt;
* '''3 mandates:''' [[Duke]] &lt;br /&gt;
* '''5 mandates:''' [[Monarch]] &lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a month or two before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.&lt;br /&gt;
&lt;br /&gt;
The mandates of a noble will end automatically when the noble dies. The mandates of a mayor end instantly when they are voted out of office, but will remain in force if a mayor is replaced by nominating another one from the nobles screen. If the replaced mayor has no other administrative position, such a lingering mandate will only be displayed on the dwarf's personal thoughts page, not on the nobles screen, and is thus easy to overlook and accidentally violate.&lt;br /&gt;
&lt;br /&gt;
== Production Mandate ==&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have roughly half a year to fulfill it.  These mandate the production of certain goods, specifying the desired type, just like export bans.  In previous versions, items (of any type) of a desired material could be mandated. &lt;br /&gt;
&lt;br /&gt;
Getting the required items from a [[caravan]] will not fulfill a mandate. If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because all your dwarves are nobles, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought. Delaying fulfillment of an easily-achieved production mandate may prevent another, worse, mandate from being enacted (for a few months, at least).  The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches.  You can determine your progress towards fulfilling the mandate by viewing the {{k|n}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example &amp;quot;Mandates:  Make floodgates (2/3)&amp;quot;, where in this example we have produced one floodgate and still need to produce two more. Once you produce the mandated items, the mandate goes away and nothing special happens to the items.  They just go into your inventory, so on the not-outside chance the noble actually requests something useful (like armor, a weapon, or furniture) it's not a total waste.&lt;br /&gt;
&lt;br /&gt;
== Export Bans ==&lt;br /&gt;
&lt;br /&gt;
Export bans forbid the export of a certain item type, like [[armor|greaves]]. These bans are temporary, they last about half a year (approximately the same length of time as a production mandate) and then are ended by your noble.&lt;br /&gt;
&lt;br /&gt;
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the &amp;quot;culling on mandates&amp;quot; option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an [[unfortunate accident]]). Oddly, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Melt]]ing a banned item also does not violate the restriction.&lt;br /&gt;
&lt;br /&gt;
== Mandates &amp;amp; preferences ==&lt;br /&gt;
Personal [[preference]]s determine what type of items a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will either ban that item or mandate its production. Nobles with no preference for a specific item type will never issue any mandates.&lt;br /&gt;
&lt;br /&gt;
Nobles with preferences for items you don't want excluded from trade or that are just too hard to produce (a judgment call) will be a problem for your fortress.  You have, however, (limited) control over choosing one noble who makes mandates, for example when appointing your [[baron]], or overriding dwarven elections by appointing a [[mayor]] you prefer. Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem. [[Anvil]]s take three bars (or nine wafers) to make and can only be produced from a few metals of high military value (and many good sites lack iron ores), thus regular mandates for their production may be hard to fulfill. But even a ban on the export of [[mug]]s can be a problem if a fort relies on them as a trade good. If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
These are the criteria for a noble to issue a mandate{{cite forum|139032/5334341}}:&lt;br /&gt;
* Hasn't made a mandate/demand lately&lt;br /&gt;
* Isn't dead, hasn't left the map, isn't a projectile, and isn't caged&lt;br /&gt;
* Isn't insane (or in the middle of a mood)&lt;br /&gt;
* Isn't incapacitated (unconscious, webbed, or paralyzed)&lt;br /&gt;
* Isn't nauseated, winded, stunned, dizzy, or feverish&lt;br /&gt;
* Isn't bleeding&lt;br /&gt;
* Has a soul&lt;br /&gt;
* Is a member of your fortress&lt;br /&gt;
&lt;br /&gt;
It isn't currently known if exposure to [[cave spider]] venom, which causes permanent mild dizziness, is sufficient to prevent mandates. Other procedurally-generated [[syndrome]]s can cause temporary illnesses, which may also block mandates if applied periodically.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* A mandate will remain in effect, even after the noble who issued it (a mayor, for example) has been replaced.{{bug|3047}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Mandate]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thief&amp;diff=249242</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thief&amp;diff=249242"/>
		<updated>2019-12-16T15:42:32Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], a '''thief''' is a disgusting, dishonorable [[creature]] that can skulk around the map [[Ambusher|unseen]] until detected. When a thief is detected, the game pauses with an identifying [[announcement]] and moves the game view to include the threat (This can be modified in init/announcements.txt). &lt;br /&gt;
&lt;br /&gt;
''(A full [[military]] response is both complex and slow. If you are unfamiliar with the military and simply want to send your nearest dwarves after a thief, see [[Attack]].)&lt;br /&gt;
&lt;br /&gt;
There are two types of intelligent thieves: '''[[kobold]] thieves''' and '''[[goblin]] snatchers'''.&lt;br /&gt;
&lt;br /&gt;
Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. With the much larger detection ranges of DF2014, thieves are often found out fairly early. Consequently, they rarely succeed in stealing anything and almost never get caught. They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with [[siege]]s or [[ambush]]es, distraction and general turmoil working in their favor. Guarding any entrance with [[restraint|guard animals]] is a wise countermeasure. A successful theft of item or child will be announced once the thief leaves the map.&lt;br /&gt;
&lt;br /&gt;
Spotting the thief is half the battle, but catching and killing them is not always easy. A thief can typically outrun an [[armor]]ed recruit and usually has enough of a headstart that even a trained [[military]] [[dwarf]] will rarely be able to catch up. (Thieves can't outrun [[crossbow]] [[bolt]]s, though.)&lt;br /&gt;
&lt;br /&gt;
Thieves not only steal your fort's own objects, but any loose item lying around - picking through and filching items left behind by sieges, for example. They will explicitly ignore items which are tasked for jobs, parts of buildings/constructions, encased in stone, or on fire. &lt;br /&gt;
&lt;br /&gt;
Beware that if thieves successfully steal enough items from your fort, their civilization will (if it has the [SKULKING] [[entity token]]) become bold enough to send their military to ambush your dwarves. Thus, it is important to neutralize any thieves early.&lt;br /&gt;
&lt;br /&gt;
==Kobold thieves==&lt;br /&gt;
'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your [[trap]]s, only triggering them if they are injured during their escape attempt and happen to fall unconscious on one. Their ability to sneak into your fortress is not to be underestimated; locked [[door]]s do not slow them down, although doors that are linked to a [[lever]] (and are closed) will. They may be detected when they move into vision range (about fifteen tiles) of a [[dwarf]] or tame [[animal]], in which case they'll immediately run away and escape through the map's edges. Armed with only a large [[dagger]], they offer little threat to anyone should they get caught - an armed dwarf or [[dog]] should be able to take them down, but extreme bad luck is always a possibility in any [[combat]] situation. They try to get hold of valuable objects, which can lead them into the heart of your fort. Especially when the fort is in lockdown, they may also pilfer any [[goblinite|items]] left outside.&lt;br /&gt;
&lt;br /&gt;
:The announcement for a kobold thief is...&lt;br /&gt;
::{{Gametext|Thief! Protect the hoard from skulking filth!|4:1}}&lt;br /&gt;
:...and the game will zoom to a section of your fortress with a small grey {{Tile|k|7:0}} visible - that's your intruder.&lt;br /&gt;
&lt;br /&gt;
Thieves will never target items which are tasked for [[job]]s, or parts of [[building]]s/[[construction]]s (this includes [[weapon]]s in weapon [[trap]]s, encased in stone, or on [[fire]]).&lt;br /&gt;
&lt;br /&gt;
==Goblin snatchers==&lt;br /&gt;
Unlike kobolds, '''goblin snatchers''' happily run into any kind of trap. They aren't after your trade goods; they're after your [[children]]. They are detected the same way kobolds are, plus [[cage]] traps trigger the announcement. They should be approached with a little bit more caution, but any average soldier should take them down unharmed. They are considerably more uncommon than kobold thieves, and players may not even encounter them at all depending of their embark location - settling close to goblin territory appears to increase the chance of them actually appearing. A normal thief will carry a large [[copper]] dagger, but a master thief is known to carry an [[iron]] one.  When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose. The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him but will not be displayed as occupant of the cage. Since the event of a child being stuffed into a bag produces no notification, either, one can easily fail to realise the predicament of the child, which if left in this condition for too long, may go insane or die from hunger or thirst.&lt;br /&gt;
Should the kidnapper escape the map while carrying an abducted child, you will be notified that &amp;quot;a kidnapper has made off with &amp;lt;childname&amp;gt;!&amp;quot;.&lt;br /&gt;
The child is removed from the fort and its parents and other [[relationship|relatives]] should get the &amp;quot;sad at being separated from a loved one&amp;quot; [[thought|unhappy thought]] as a result. &lt;br /&gt;
&lt;br /&gt;
:The announcement for a goblin child-snatcher is...&lt;br /&gt;
::{{Gametext|Snatcher! Protect the children!|4:1}}&lt;br /&gt;
:...and the game will zoom to a section of your fortress with a small grey {{Tile|g|7:0}} - if you use {{k|v}} or {{k|u}}, these will be listed as &amp;quot;goblin ''thief''&amp;quot; but they're cut from the same stuff and should be terminated with equally extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
:If caged by a trap, the zooming may only reveal a flashing &amp;quot;{{Tile|‼|0:6:0}}&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Dwarves may be sent out on [[mission]]s to recover kidnapped children in case the snatcher manages to escape. It is also possible to rescue children kidnapped from other locations, which will add them to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
Certain [[Steals items|&amp;quot;playful&amp;quot;]] creatures will also try to steal items from your hoard, if left open to more general traffic. These include [[raccoon]]s, which tend to be solitary, groups of [[kea]]s (which are frustrating to face because of their ability to fly), [[rhesus macaque]]s and [[mandrill]]s (which aren't just playful, but downright dangerous) and finally the most threatening animal thief, the dreaded [[giant kea]]. In addition, [[Steals food|hungry]] and [[Steals drink|thirsty]] critters will try to eat your [[food]] and drink your [[alcohol|booze]] respectively, if they can get to it. None of these animals has any special ability to avoid standard traps or bypass locked doors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = gakit&lt;br /&gt;
| elvish  = urithi&lt;br /&gt;
| goblin  = snang&lt;br /&gt;
| human   = sewat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Professions}}&lt;br /&gt;
[[ru:Thief]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_framerate&amp;diff=249241</id>
		<title>Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_framerate&amp;diff=249241"/>
		<updated>2019-12-16T15:39:23Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:48, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of ''Dwarf Fortress'' with frames per second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in ''Dwarf Fortress'' to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in-game, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff that's active keeps your game running fast. The lists below separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Displaying the map===&lt;br /&gt;
&lt;br /&gt;
Displaying a map tile takes a varying amount of work depending on what it is:&lt;br /&gt;
&lt;br /&gt;
* Unrevealed tiles take almost no time at all - it just needs to look up what &amp;quot;random glyph&amp;quot; to display there&lt;br /&gt;
* Layer stone tiles need to take the biome number and layer number and look up the layer material, then look up the inorganic raw object to get the symbol/color&lt;br /&gt;
* Lava stone tiles need to take the biome number and look up some region information to determine what lava-stone to use, then continue as above&lt;br /&gt;
* Feature stone tiles (i.e. adamantine) need to look up the map feature located within the tile to figure out what it's made of, then continue as above&lt;br /&gt;
* Vein stone tiles need to do a linear lookup within a list specific to the 16x16x1 map block to see which vein they match and determine the material, then continue as above&lt;br /&gt;
* Grass tiles need to do a linear lookup within that same list to figure out what type of grass is present, then look up the plant raw object to get the symbol/color (and also account for animations)&lt;br /&gt;
* Shrubs and saplings need to search a separate list (not sure if it's the global list or a column-specific one) to find the plant in question and determine its symbol/color&lt;br /&gt;
* As of 0.40, trees need to do a linear search through a column-specific list (one list per 48x48 tile embark region block) to determine what growths are present in the tile and look up within the plant itself to get the symbol/color&lt;br /&gt;
* Constructed tiles need to do a binary search by X/Y/Z coordinates in a separate list to determine what material it uses, then look up that material for the symbol/color&lt;br /&gt;
* On top of all of that, it does a binary search by X/Y/Z coordinates in yet another list to determine whether or not an engraving is present (and, if there is, what tile to display)&lt;br /&gt;
* Other tile contents (units, buildings, items, vermin, etc.) get displayed&lt;br /&gt;
* After all of that is done, it then does yet another linear search (though the same list as with vein stones and grass) to see if the tile has a spatter on it (e.g. mud, blood, vomit, or leaves) and adjust the symbol/color accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
Fortress design is specific ways of building and planning, game setting changes are changes mostly in the [[init.txt]] and [[D_init.txt]] files that don't actually change how the game plays out.&lt;br /&gt;
&lt;br /&gt;
====World Generation====&lt;br /&gt;
* Larger worlds require more background processing to update. The larger the civilizations, the more events occur in the world and the more complex they are. Generating too-large civilized populations can result in a permanent, unavoidable FPS drop.&lt;br /&gt;
* Longer histories require more memory and storage space for [[historical figure]]s and events.&lt;br /&gt;
* Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world.&lt;br /&gt;
* [[Caverns]] can be an FPS hog due to [[pathfinding]] and how complex they can be. Creatures will repeatedly try to path into your fort from a cavern. Sometimes even [[Trading#Caravans|trading caravans]] will try to path out of your fort underground.&lt;br /&gt;
** Adjusting the [[Advanced_world_generation#Cavern_Layer_Number|cavern layer number]] in [[advanced world generation]] parameters can reduce the number of [[cavern]] layers (default 3). However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned [[forgotten beast]]s.&lt;br /&gt;
** Similarly, one could adjust [[Advanced_world_generation#Layer_Openness_Min.2FMax|Layer Openness]] and [[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|Layer Passage Density]] in [[advanced world generation]] to turn caverns into wide, open expanses instead of complex mazes that have to be pathed through. However, there is some evidence that excessively open caverns cause performance issues as well.[http://www.bay12forums.com/smf/index.php?topic=104643.msg3096896#msg3096896]&lt;br /&gt;
&lt;br /&gt;
====Fortress Design====&lt;br /&gt;
* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.&lt;br /&gt;
** Reducing the size of your embark site from the default 4x4 squares to 3×3 or even 2×2 will have an enormous impact on FPS. &lt;br /&gt;
** Keep in mind that a 2×2 embark is only 25% of the size of a 4×4 embark. However, in 3D it is still a large enough area for many fortresses in normal play.&lt;br /&gt;
&lt;br /&gt;
* Multi-tile trees are a potential source of lag. &lt;br /&gt;
** Choosing an embark location that only grows trees on one or two squares can improve performance.&lt;br /&gt;
&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat.&lt;br /&gt;
** Checking for clothing [[wear]] and unhappy [[thoughts]] could still have some impact on FPS. (Research is needed.) Armor counts for missing clothing thoughts, so dwarves can wear armor instead of clothes or going naked. If nothing else, dumping excess/worn out clothing may help FPS on an old fortress.&lt;br /&gt;
** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed.&lt;br /&gt;
** The quantity of items in any particular stack doesn't affect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks.  The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s.&lt;br /&gt;
** That said, [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 total quantity of items does matter].  Quantity matters far more with objects that have quality, wear, or decorations than boulders, as they take up more memory.  Even in quantum stockpiles, temperature checks, wear increments, and other issues lag the game, although it takes far larger item quantities (10,000+) to be seriously notable.  &lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
** [[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly.&lt;br /&gt;
** Wall off areas with changing water levels[http://www.bay12games.com/dwarves/mantisbt/view.php?id=5986#c22870]. This prevents the game from needing to update pathfinding information whenever the water level changes and is safer anyway.&lt;br /&gt;
* Changes to the map's connections can cause brief lag spikes as the game's connections map needs updating.  &lt;br /&gt;
** This is most notable with doors, drawbridges, or other objects linked to a [[repeater]].  An atom-smasher linked to a repeater, even disconnected from the rest of the fortress, can cause lag spikes every time it is raised or lowered.  If you use an atom-smasher to eliminate garbage, make it operate only very infrequently through mechanics, or operate it manually by [[lever]].&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Reducing the area which the pathfinder algorithm has to search lets the game run faster.&lt;br /&gt;
** The obvious solution is to not dig out quite so much of the ground.&lt;br /&gt;
** Some careful fort planning and design can cut down on pathfinding with shorter trips.&lt;br /&gt;
** Spreading your fortress out horizontally tends to mean travelling three or four tiles further down the hallway per every second workshop you build.  Making workshops stack vertically upon multiple stairwells or ramps up or down from the stockpiles lets you cram workshops around the stairs or ramps just one further tile per set of four workshops. &lt;br /&gt;
** Giant stockpile areas are huge areas that cost pathfinding. Quantum stockpiling can prevent the need to excavate more space.  That said, each item you produce [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 takes up more memory and is considered in routine cycles like temperature].  Avoid producing more goods than you can actually use just because you &amp;quot;want to keep dwarves busy&amp;quot;.  If you are starting to run out of space to hold your goods, rather than dig out more space to stash it all, just stop producing goods.&lt;br /&gt;
** If fortress functions are spread far apart, consider multiple dining halls.  A legendary dining hall isn't THAT hard to produce, and there are few reasons a magma forge operator has to cross 100 zs to the surface to get a drink before going back down.&lt;br /&gt;
** Crowded hallways force &amp;quot;dodging&amp;quot; which results in more pathfinds.  Find ways to spread traffic out to avoid collisions.  Don't rely upon a 1-tile hallway for access to areas dwarves travel to frequently, and possibly set up multiple paths that are &amp;quot;shortcuts&amp;quot; for dwarves rather than always having to travel through the same hallways to the same central staircase every single time.&lt;br /&gt;
** Dwarves have been found to prefer pathing across ramps to stairs or even horizontal travel if there is a change in z-level.  Laying out your fortress with ramps rather than stairs can give an edge.  &lt;br /&gt;
** Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Open &amp;quot;quarry pits&amp;quot; are pathfinding traps.  Seal them off from your fort with walls when you are done with them. &lt;br /&gt;
** Caverns are probably the worst offender for pathfinding in irrelevant areas. So keep any part you aren't occupying closed off. &lt;br /&gt;
** Don't designate large areas to be smoothed at once.{{bugl|5986}}&lt;br /&gt;
** Trapped dwarves, particularly trapped [[mood]]y dwarves cause significant lag at times. Free them of bondage or life to get on with your own.&lt;br /&gt;
** [[Location]]s without sufficient floor space invite frequent pathing. Make sure your locations are large enough for your population.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
** Avoid pet-impassable doors; animals will stand at the door and continuously path through it.{{bug|797}}&lt;br /&gt;
* [[DF2012:Contaminant|Contaminants]] can accumulate on the ground and on dwarves and creatures. Especially for old forts, this can impact FPS.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another ({{bug|3270}}) which prevents blood from ever disappearing.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[DF2012:Weather|rain]] slowly wash it away.  Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[Activity_zone#Pit.2FPond|pit]].  Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]] is one example.  And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
* Heavy construction, especially megaprojects, will cause increasingly severe input lag as the fortress grows.  Forbid materials (especially stones, blocks, and bars) as much as possible to reduce the time the game needs to calculate the list of available materials to build constructions with.&lt;br /&gt;
* Training your military can cause lag, mostly due to sparring. Try to avoid training more than one or two squads at a time.&lt;br /&gt;
* When a team comes back from a raid/mission, a huge lag can appear suddenly (down to 5 fps). You can disband the squad and situation should come back to normal.&lt;br /&gt;
* Avoid using constructions. Flarechannel's average FPS was ridiculously low - this is one of the reasons why.&lt;br /&gt;
* Use as few engravings as possible.&lt;br /&gt;
* Keep your map clean of contaminants. The DFHack &amp;quot;clean map&amp;quot; command works well for this, though some may consider it cheaty.&lt;br /&gt;
* Minimize the number of living plants. This will not endear you to the Elves.&lt;br /&gt;
* Avoid looking at complicated areas. &lt;br /&gt;
&lt;br /&gt;
====Game Settings==== &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
*PRIORITY represents how much importance the game is given when it makes a request of the CPU.  From [[init.txt]]:&lt;br /&gt;
**&amp;quot;Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&amp;quot;&lt;br /&gt;
**While it's best to run DF with no other programs in the background if FPS is an issue, giving the priority a bump or two can help speed things up regardless.&lt;br /&gt;
*TEXTURE_PARAM controls how the graphics are displayed, specifically how the color value of each pixel is smoothed.  It is LINEAR by default.  Turning this off gives the CPU one less thing to do, though the improvement in performance is so far unquantified.&lt;br /&gt;
**From [[init.txt]]: &amp;quot;Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.  Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
All changes in this area have some effect on the game itself, use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
====Game Settings====&lt;br /&gt;
* Consider running an older version of DF. While lacking features, 40d, v0.31, or v0.34 ''may'' run faster than 2014. *Disputed* (See [http://www.bay12forums.com/smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)&lt;br /&gt;
* [[Temperature]] calculations place a significant load on the processor.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, will speed things up.&lt;br /&gt;
** Without temperature calculations, [[obsidian farming]] becomes unusable; as the tiles never cool down, dwarves refuse to step on the obsidian floor, preventing access for hauling dwarves.{{bug|6033}} You can re-enable temperature occasionally to allow tile temperatures to normalize.  Alternatively, you can work around this issue by altering obsidian in the raws to give it [MAT_FIXED_TEMP:10000] (as [[nether-cap]] does normally), preventing it from being hot.&lt;br /&gt;
** Disabling temperature calculations will cause [[fire]] to become glitchy, including creatures who can create it ([[fire imp]]s, [[dragon]]s, [[forgotten beast]]s, etc). Dwarves set on fire with temperature disabled will burn perpetually until exposed to water, though they won't receive any damage. Tiles exposed to fire with temperature calculations disabled will become entirely impassable, which may lead to significant parts of your map being blocked away. If confronted by fire or fire-based creatures, it may be worth turning temperature back on until they're dealt with.&lt;br /&gt;
** Multiple users have reported an fps increase of 100% or better when disabling temperature calculations [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509].&lt;br /&gt;
* Disabling [[weather]] ''might'' speed things up as well.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, clean contaminants, kill dwarves, etc.&lt;br /&gt;
* Each dwarf needs to keep track of where they're going.&lt;br /&gt;
** Limit the number of dwarves by setting a [[immigration|population cap]].&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
* The game also has to track what is happening in the caverns.&lt;br /&gt;
** You can disable cavern layers in [[advanced world generation]]. Without caverns you will have far fewer critters and threats pathfinding through winding passages. Unfortunately, you also lose underground [[plant]]s and [[tree]]s. Alternatively, you can reduce number of cavern layers to just one.&lt;br /&gt;
** If you don't mind losing large amounts of [[fun]], you can also disable generation of the [[magma sea]] and [[HFS|the bottom layer]].&lt;br /&gt;
&lt;br /&gt;
====Mods and Utilities====&lt;br /&gt;
* Accumulations of [[contaminant]]s can decrease FPS and they are somewhat buggy. (See {{bug|296}} and {{bug|3270}}.)&lt;br /&gt;
** Sometimes contaminants are widespread or difficult to reach such that relying on the usual [[cleaning]] methods would be impractical or impossible. Or the player may lack the patience to deal with it that way. Some opt to use the &amp;quot;clean&amp;quot; and &amp;quot;spotclean&amp;quot; commands in the [[Utility:DFHack|DFhack]] utility to clear contaminants.&lt;br /&gt;
&lt;br /&gt;
* Constantly-growing piles of cast-off clothes and checking for clothing [[wear]] and unhappy [[thoughts]] can impact FPS.&lt;br /&gt;
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional &amp;quot;Eternal Fashion module&amp;quot;. It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for &amp;quot;Modest&amp;quot;.) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.&lt;br /&gt;
&lt;br /&gt;
* Some mods have been created specifically to improve performance. They often reduce and standardize materials (like leather and bone) and may reduce the types of clothing available to control item count (especially for invaders).&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=117954.0 Accelerated Dwarf Fortress] for v0.34.11&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=141715.0 Modest Accelerated Mash] for v0.40.x&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=148265.0 Modest Mod] for v0.42.x has the Accelerated module&lt;br /&gt;
&lt;br /&gt;
==DFHack commands==&lt;br /&gt;
A list of [[Utility:DFHack|DFHack]] commands that can help with your framerate by fixing bugs and reducing items.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|autodump|white}} Useful for mass dumping or destroying items. Use {{DFtext|help autodump|white}} for options.&lt;br /&gt;
*{{DFtext|cleanowned|white}} Confiscates and dumps garbage owned by dwarves. Use {{DFtext|help cleanowned|white}} for options. Can cause unhappy thoughts if no replacement clothing is available.&lt;br /&gt;
*{{DFtext|clean|white}} and {{DFtext|spotclean|white}} Removes contaminants from tiles/units/items or one tile. {{bug|296}}{{bug|1750}}{{bug|3270}} Use {{DFtext|help clean|white}} for options.&lt;br /&gt;
*{{DFtext|flows|white}} Counts map blocks with flowing liquids, which slow the game down.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|tweak fast-heat|white}} Further improves temperature update performance.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|fastdwarf|white}} Causes dwarves and other creatures to move and work faster or causes them to teleport. Run {{DFtext|fastdwarf help|white}} for more information.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings (by dragging the save folder into the list or pressing the {{K|+}} button) and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.  This is due to the fact that DF is not multi-threaded in any significant way.  &lt;br /&gt;
&lt;br /&gt;
Note that excluding the save folder from Spotlight means you can't use Spotlight or Finder to search through the raw files. If you need to for some reason, you can use &amp;quot;find&amp;quot; from the command line for this.&lt;br /&gt;
&lt;br /&gt;
==GNU/Linux Specific==&lt;br /&gt;
Placing the whole df_linux directory in tmpfs using [https://github.com/graysky2/anything-sync-daemon Anything Sync Daemon] might improve FPS depending on your system.&lt;br /&gt;
&lt;br /&gt;
If you run any indexing, exclude DF directory.&lt;br /&gt;
&lt;br /&gt;
Installing libjemalloc using your distro's package manager and writing a bash script to preload it and run ''Dwarf Fortress'' may result in improved framerates:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#!/bin/sh&lt;br /&gt;
cd /path/to/df_linux&lt;br /&gt;
LD_PRELOAD=&amp;quot;/usr/lib/x86_64-linux-gnu/libjemalloc.so.1&amp;quot; ./df&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mac OS X or GNU/Linux Specific==&lt;br /&gt;
===Setting process niceness===&lt;br /&gt;
One thing that Unix-like systems feature is being able to control the priority of a process in relation to other processes running at the same time. This is its &amp;quot;niceness&amp;quot; value, with -20 being most favorable to the process. To set Dwarf Fortress's niceness, you can use the &amp;quot;renice&amp;quot; command as so:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;sudo renice -n -20 -p $(pgrep Dwarf_Fortress)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command should work in most distributions of GNU/Linux. For macOS (whose Dwarf Fortress binary uses Windows' naming convention for some reason), use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;sudo renice -n -20 -p $(pgrep dwarfort.exe)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[System requirements]] - hardware changes affecting framerate&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Maximizing framerate]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Maximizing_framerate&amp;diff=249240</id>
		<title>Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Maximizing_framerate&amp;diff=249240"/>
		<updated>2019-12-16T15:38:17Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:48, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of ''Dwarf Fortress'' with frames per second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in ''Dwarf Fortress'' to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in-game, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff that's active keeps your game running fast. The lists below separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Displaying the map===&lt;br /&gt;
&lt;br /&gt;
Displaying a map tile takes a varying amount of work depending on what it is:&lt;br /&gt;
&lt;br /&gt;
* Unrevealed tiles take almost no time at all - it just needs to look up what &amp;quot;random glyph&amp;quot; to display there&lt;br /&gt;
* Layer stone tiles need to take the biome number and layer number and look up the layer material, then look up the inorganic raw object to get the symbol/color&lt;br /&gt;
* Lava stone tiles need to take the biome number and look up some region information to determine what lava-stone to use, then continue as above&lt;br /&gt;
* Feature stone tiles (i.e. adamantine) need to look up the map feature located within the tile to figure out what it's made of, then continue as above&lt;br /&gt;
* Vein stone tiles need to do a linear lookup within a list specific to the 16x16x1 map block to see which vein they match and determine the material, then continue as above&lt;br /&gt;
* Grass tiles need to do a linear lookup within that same list to figure out what type of grass is present, then look up the plant raw object to get the symbol/color (and also account for animations)&lt;br /&gt;
* Shrubs and saplings need to search a separate list (not sure if it's the global list or a column-specific one) to find the plant in question and determine its symbol/color&lt;br /&gt;
* As of 0.40, trees need to do a linear search through a column-specific list (one list per 48x48 tile embark region block) to determine what growths are present in the tile and look up within the plant itself to get the symbol/color&lt;br /&gt;
* Constructed tiles need to do a binary search by X/Y/Z coordinates in a separate list to determine what material it uses, then look up that material for the symbol/color&lt;br /&gt;
* On top of all of that, it does a binary search by X/Y/Z coordinates in yet another list to determine whether or not an engraving is present (and, if there is, what tile to display)&lt;br /&gt;
* Other tile contents (units, buildings, items, vermin, etc.) get displayed&lt;br /&gt;
* After all of that is done, it then does yet another linear search (though the same list as with vein stones and grass) to see if the tile has a spatter on it (e.g. mud, blood, vomit, or leaves) and adjust the symbol/color accordingly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
Fortress design is specific ways of building and planning, game setting changes are changes mostly in the [[init.txt]] and [[D_init.txt]] files that don't actually change how the game plays out.&lt;br /&gt;
&lt;br /&gt;
====World Generation====&lt;br /&gt;
* Larger worlds require more background processing to update. The larger the civilizations, the more events occur in the world and the more complex they are. Generating too-large civilized populations can result in a permanent, unavoidable FPS drop.&lt;br /&gt;
* Longer histories require more memory and storage space for [[historical figure]]s and events.&lt;br /&gt;
* Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world.&lt;br /&gt;
* [[Caverns]] can be an FPS hog due to [[pathfinding]] and how complex they can be. Creatures will repeatedly try to path into your fort from a cavern. Sometimes even [[Trading#Caravans|trading caravans]] will try to path out of your fort underground.&lt;br /&gt;
** Adjusting the [[Advanced_world_generation#Cavern_Layer_Number|cavern layer number]] in [[advanced world generation]] parameters can reduce the number of [[cavern]] layers (default 3). However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned [[forgotten beast]]s.&lt;br /&gt;
** Similarly, one could adjust [[Advanced_world_generation#Layer_Openness_Min.2FMax|Layer Openness]] and [[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|Layer Passage Density]] in [[advanced world generation]] to turn caverns into wide, open expanses instead of complex mazes that have to be pathed through. However, there is some evidence that excessively open caverns cause performance issues as well.[http://www.bay12forums.com/smf/index.php?topic=104643.msg3096896#msg3096896]&lt;br /&gt;
&lt;br /&gt;
====Fortress Design====&lt;br /&gt;
* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.&lt;br /&gt;
** Reducing the size of your embark site from the default 4x4 squares to 3×3 or even 2×2 will have an enormous impact on FPS. &lt;br /&gt;
** Keep in mind that a 2×2 embark is only 25% of the size of a 4×4 embark. However, in 3D it is still a large enough area for many fortresses in normal play.&lt;br /&gt;
&lt;br /&gt;
* Multi-tile trees are a potential source of lag. &lt;br /&gt;
** Choosing an embark location that only grows trees on one or two squares can improve performance.&lt;br /&gt;
&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** The obvious solution is not to generate so many items in the first place. Don't build such large [[Farming|farm plot]]s and don't go overboard with multiple [[Workshop|workshops]] constantly queued or set on perpetual repeat.&lt;br /&gt;
** Checking for clothing [[wear]] and unhappy [[thoughts]] could still have some impact on FPS. (Research is needed.) Armor counts for missing clothing thoughts, so dwarves can wear armor instead of clothes or going naked. If nothing else, dumping excess/worn out clothing may help FPS on an old fortress.&lt;br /&gt;
** Use a [[Dwarven Atom Smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** [[Exploit#Quantum_stockpiles|Quantum stockpiles]] can [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 reportedly] improve game speed.&lt;br /&gt;
** The quantity of items in any particular stack doesn't affect framerate so much as the number of stacks in general, due to the resultant impact on [[hauling]], [[stockpiles]], [[pathfinding]] and other CPU-intensive tasks.  The research done on the [http://www.bay12forums.com/smf/index.php?topic=92241.0 Undump Engine] and [http://www.bay12forums.com/smf/index.php?topic=109319.0 Micha's experimental fort] demonstrate very FPS efficient solutions, while avoiding traditional stockpiles and the use of [[barrel]]s and [[bin]]s.&lt;br /&gt;
** That said, [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 total quantity of items does matter].  Quantity matters far more with objects that have quality, wear, or decorations than boulders, as they take up more memory.  Even in quantum stockpiles, temperature checks, wear increments, and other issues lag the game, although it takes far larger item quantities (10,000+) to be seriously notable.  &lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
** [[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly.&lt;br /&gt;
** Wall off areas with changing water levels[http://www.bay12games.com/dwarves/mantisbt/view.php?id=5986#c22870]. This prevents the game from needing to update pathfinding information whenever the water level changes and is safer anyway.&lt;br /&gt;
* Changes to the map's connections can cause brief lag spikes as the game's connections map needs updating.  &lt;br /&gt;
** This is most notable with doors, drawbridges, or other objects linked to a [[repeater]].  An atom-smasher linked to a repeater, even disconnected from the rest of the fortress, can cause lag spikes every time it is raised or lowered.  If you use an atom-smasher to eliminate garbage, make it operate only very infrequently through mechanics, or operate it manually by [[lever]].&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Reducing the area which the pathfinder algorithm has to search lets the game run faster.&lt;br /&gt;
** The obvious solution is to not dig out quite so much of the ground.&lt;br /&gt;
** Some careful fort planning and design can cut down on pathfinding with shorter trips.&lt;br /&gt;
** Spreading your fortress out horizontally tends to mean travelling three or four tiles further down the hallway per every second workshop you build.  Making workshops stack vertically upon multiple stairwells or ramps up or down from the stockpiles lets you cram workshops around the stairs or ramps just one further tile per set of four workshops. &lt;br /&gt;
** Giant stockpile areas are huge areas that cost pathfinding. Quantum stockpiling can prevent the need to excavate more space.  That said, each item you produce [http://www.bay12forums.com/smf/index.php?topic=104643.msg3094753#msg3094753 takes up more memory and is considered in routine cycles like temperature].  Avoid producing more goods than you can actually use just because you &amp;quot;want to keep dwarves busy&amp;quot;.  If you are starting to run out of space to hold your goods, rather than dig out more space to stash it all, just stop producing goods.&lt;br /&gt;
** If fortress functions are spread far apart, consider multiple dining halls.  A legendary dining hall isn't THAT hard to produce, and there are few reasons a magma forge operator has to cross 100 zs to the surface to get a drink before going back down.&lt;br /&gt;
** Crowded hallways force &amp;quot;dodging&amp;quot; which results in more pathfinds.  Find ways to spread traffic out to avoid collisions.  Don't rely upon a 1-tile hallway for access to areas dwarves travel to frequently, and possibly set up multiple paths that are &amp;quot;shortcuts&amp;quot; for dwarves rather than always having to travel through the same hallways to the same central staircase every single time.&lt;br /&gt;
** Dwarves have been found to prefer pathing across ramps to stairs or even horizontal travel if there is a change in z-level.  Laying out your fortress with ramps rather than stairs can give an edge.  &lt;br /&gt;
** Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Open &amp;quot;quarry pits&amp;quot; are pathfinding traps.  Seal them off from your fort with walls when you are done with them. &lt;br /&gt;
** Caverns are probably the worst offender for pathfinding in irrelevant areas. So keep any part you aren't occupying closed off. &lt;br /&gt;
** Don't designate large areas to be smoothed at once.{{bugl|5986}}&lt;br /&gt;
** Trapped dwarves, particularly trapped [[mood]]y dwarves cause significant lag at times. Free them of bondage or life to get on with your own.&lt;br /&gt;
** [[Location]]s without sufficient floor space invite frequent pathing. Make sure your locations are large enough for your population.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
** Avoid pet-impassable doors; animals will stand at the door and continuously path through it.{{bug|797}}&lt;br /&gt;
* [[DF2012:Contaminant|Contaminants]] can accumulate on the ground and on dwarves and creatures. Especially for old forts, this can impact FPS.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another ({{bug|3270}}) which prevents blood from ever disappearing.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[DF2012:Weather|rain]] slowly wash it away.  Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[Activity_zone#Pit.2FPond|pit]].  Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]] is one example.  And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
* Heavy construction, especially megaprojects, will cause increasingly severe input lag as the fortress grows.  Forbid materials (especially stones, blocks, and bars) as much as possible to reduce the time the game needs to calculate the list of available materials to build constructions with.&lt;br /&gt;
* Training your military can cause lag, mostly due to sparring. Try to avoid training more than one or two squads at a time.&lt;br /&gt;
* When a team comes back from a raid/mission, a huge lag can appear suddenly (down to 5 fps). You can disband the squad and situation should come back to normal.&lt;br /&gt;
&lt;br /&gt;
====Game Settings==== &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
*PRIORITY represents how much importance the game is given when it makes a request of the CPU.  From [[init.txt]]:&lt;br /&gt;
**&amp;quot;Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&amp;quot;&lt;br /&gt;
**While it's best to run DF with no other programs in the background if FPS is an issue, giving the priority a bump or two can help speed things up regardless.&lt;br /&gt;
*TEXTURE_PARAM controls how the graphics are displayed, specifically how the color value of each pixel is smoothed.  It is LINEAR by default.  Turning this off gives the CPU one less thing to do, though the improvement in performance is so far unquantified.&lt;br /&gt;
**From [[init.txt]]: &amp;quot;Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.  Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
All changes in this area have some effect on the game itself, use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
====Game Settings====&lt;br /&gt;
* Consider running an older version of DF. While lacking features, 40d, v0.31, or v0.34 ''may'' run faster than 2014. *Disputed* (See [http://www.bay12forums.com/smf/index.php?topic=122441.0 this topic] for a debate over FPS on 2012 vs v0.31, game settings, and other FPS issues.)&lt;br /&gt;
* [[Temperature]] calculations place a significant load on the processor.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, will speed things up.&lt;br /&gt;
** Without temperature calculations, [[obsidian farming]] becomes unusable; as the tiles never cool down, dwarves refuse to step on the obsidian floor, preventing access for hauling dwarves.{{bug|6033}} You can re-enable temperature occasionally to allow tile temperatures to normalize.  Alternatively, you can work around this issue by altering obsidian in the raws to give it [MAT_FIXED_TEMP:10000] (as [[nether-cap]] does normally), preventing it from being hot.&lt;br /&gt;
** Disabling temperature calculations will cause [[fire]] to become glitchy, including creatures who can create it ([[fire imp]]s, [[dragon]]s, [[forgotten beast]]s, etc). Dwarves set on fire with temperature disabled will burn perpetually until exposed to water, though they won't receive any damage. Tiles exposed to fire with temperature calculations disabled will become entirely impassable, which may lead to significant parts of your map being blocked away. If confronted by fire or fire-based creatures, it may be worth turning temperature back on until they're dealt with.&lt;br /&gt;
** Multiple users have reported an fps increase of 100% or better when disabling temperature calculations [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509].&lt;br /&gt;
* Disabling [[weather]] ''might'' speed things up as well.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, clean contaminants, kill dwarves, etc.&lt;br /&gt;
* Each dwarf needs to keep track of where they're going.&lt;br /&gt;
** Limit the number of dwarves by setting a [[immigration|population cap]].&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
* The game also has to track what is happening in the caverns.&lt;br /&gt;
** You can disable cavern layers in [[advanced world generation]]. Without caverns you will have far fewer critters and threats pathfinding through winding passages. Unfortunately, you also lose underground [[plant]]s and [[tree]]s. Alternatively, you can reduce number of cavern layers to just one.&lt;br /&gt;
** If you don't mind losing large amounts of [[fun]], you can also disable generation of the [[magma sea]] and [[HFS|the bottom layer]].&lt;br /&gt;
&lt;br /&gt;
====Mods and Utilities====&lt;br /&gt;
* Accumulations of [[contaminant]]s can decrease FPS and they are somewhat buggy. (See {{bug|296}} and {{bug|3270}}.)&lt;br /&gt;
** Sometimes contaminants are widespread or difficult to reach such that relying on the usual [[cleaning]] methods would be impractical or impossible. Or the player may lack the patience to deal with it that way. Some opt to use the &amp;quot;clean&amp;quot; and &amp;quot;spotclean&amp;quot; commands in the [[Utility:DFHack|DFhack]] utility to clear contaminants.&lt;br /&gt;
&lt;br /&gt;
* Constantly-growing piles of cast-off clothes and checking for clothing [[wear]] and unhappy [[thoughts]] can impact FPS.&lt;br /&gt;
** One could [[Modding_guide|modify]] clothing to prevent [[wear]]. (This would require a [[DF2012:World_generation|world regen]].) This can be done by adding an [[DF2012:Armor_token|ARMORLEVEL:1]] token. Aside from a possible FPS gain, this has other benefits as well. This fix is part of the [[DF2012:List_of_mods#Modest_Mod|Modest Mod]] as an optional &amp;quot;Eternal Fashion module&amp;quot;. It might also be found in other mods which are based around Modest Mod. (Search the [http://dffd.wimbli.com/ DFFD] for &amp;quot;Modest&amp;quot;.) Also, [[DF2012:List_of_mods#Masterwork_Dwarf_Fortress_.28MDF.29|Masterwork Dwarf Fortress]] allows the creation of metal clothing.&lt;br /&gt;
&lt;br /&gt;
* Some mods have been created specifically to improve performance. They often reduce and standardize materials (like leather and bone) and may reduce the types of clothing available to control item count (especially for invaders).&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=117954.0 Accelerated Dwarf Fortress] for v0.34.11&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=141715.0 Modest Accelerated Mash] for v0.40.x&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=148265.0 Modest Mod] for v0.42.x has the Accelerated module&lt;br /&gt;
&lt;br /&gt;
==DFHack commands==&lt;br /&gt;
A list of [[Utility:DFHack|DFHack]] commands that can help with your framerate by fixing bugs and reducing items.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|autodump|white}} Useful for mass dumping or destroying items. Use {{DFtext|help autodump|white}} for options.&lt;br /&gt;
*{{DFtext|cleanowned|white}} Confiscates and dumps garbage owned by dwarves. Use {{DFtext|help cleanowned|white}} for options. Can cause unhappy thoughts if no replacement clothing is available.&lt;br /&gt;
*{{DFtext|clean|white}} and {{DFtext|spotclean|white}} Removes contaminants from tiles/units/items or one tile. {{bug|296}}{{bug|1750}}{{bug|3270}} Use {{DFtext|help clean|white}} for options.&lt;br /&gt;
*{{DFtext|flows|white}} Counts map blocks with flowing liquids, which slow the game down.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|tweak fast-heat|white}} Further improves temperature update performance.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|fastdwarf|white}} Causes dwarves and other creatures to move and work faster or causes them to teleport. Run {{DFtext|fastdwarf help|white}} for more information.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings (by dragging the save folder into the list or pressing the {{K|+}} button) and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.  This is due to the fact that DF is not multi-threaded in any significant way.  &lt;br /&gt;
&lt;br /&gt;
Note that excluding the save folder from Spotlight means you can't use Spotlight or Finder to search through the raw files. If you need to for some reason, you can use &amp;quot;find&amp;quot; from the command line for this.&lt;br /&gt;
&lt;br /&gt;
==GNU/Linux Specific==&lt;br /&gt;
Placing the whole df_linux directory in tmpfs using [https://github.com/graysky2/anything-sync-daemon Anything Sync Daemon] might improve FPS depending on your system.&lt;br /&gt;
&lt;br /&gt;
If you run any indexing, exclude DF directory.&lt;br /&gt;
&lt;br /&gt;
Installing libjemalloc using your distro's package manager and writing a bash script to preload it and run ''Dwarf Fortress'' may result in improved framerates:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#!/bin/sh&lt;br /&gt;
cd /path/to/df_linux&lt;br /&gt;
LD_PRELOAD=&amp;quot;/usr/lib/x86_64-linux-gnu/libjemalloc.so.1&amp;quot; ./df&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mac OS X or GNU/Linux Specific==&lt;br /&gt;
===Setting process niceness===&lt;br /&gt;
One thing that Unix-like systems feature is being able to control the priority of a process in relation to other processes running at the same time. This is its &amp;quot;niceness&amp;quot; value, with -20 being most favorable to the process. To set Dwarf Fortress's niceness, you can use the &amp;quot;renice&amp;quot; command as so:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;sudo renice -n -20 -p $(pgrep Dwarf_Fortress)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This command should work in most distributions of GNU/Linux. For macOS (whose Dwarf Fortress binary uses Windows' naming convention for some reason), use:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;sudo renice -n -20 -p $(pgrep dwarfort.exe)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[System requirements]] - hardware changes affecting framerate&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Maximizing framerate]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Freezing&amp;diff=249237</id>
		<title>Freezing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Freezing&amp;diff=249237"/>
		<updated>2019-12-16T15:15:14Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Climate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:03, 29 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Water]] in Dwarf Fortress can '''freeze''' to become [[ice]] if the temperature is low enough and the water is exposed to the air. The tile must be tagged as 'Above Ground' in order for the temperature to get low enough, as all 'Subterranean' tiles remain at a consistent [[temperature]] of {{ct|10015}}.  However, inside glaciers even 'Subterranean' tiles appear to be cold enough to freeze water.&lt;br /&gt;
&lt;br /&gt;
Water at level 1/7 freezes to become an ice floor.&lt;br /&gt;
Water at level 2/7 or greater freezes to become an ice wall. Any ice wall will return 7/7 water when melted, or can be mined for 1 boulder of ice.&lt;br /&gt;
&lt;br /&gt;
This may be useful if embarking on a location with limited water and seasonal freezing, as if collecting the spring melt-water.  One could expand a lake to 3.5 times the original size (if 7/7 full) so it levels to 2/7, let it freeze then thaw, then drain the expansion to a deeper cistern. If the water in the original lake is preserved at 7/7, the process may be repeated each year.&lt;br /&gt;
&lt;br /&gt;
=== Creature effects ===&lt;br /&gt;
&lt;br /&gt;
Creatures on a water tile that freezes into an ice wall are instantly killed. Dwarves die with the message &amp;quot;&amp;lt;dwarf name&amp;gt; has been encased in ice&amp;quot;. The ice wall must be melted or mined in order to regain the items/corpses. Note that due to a bug items that are in walls that melt will still be there, but will be invisible and unviewable except through the stocks screen. These items can be recovered if the tile ever becomes accessible again (through mining after the tile refreezes or by draining the water).&lt;br /&gt;
&lt;br /&gt;
=== Building effects ===&lt;br /&gt;
&lt;br /&gt;
Floor hatches will disassemble if covered by an ice wall.  The hatches and any associated mechanisms survive the process, but will wash away once the ice melts.&lt;br /&gt;
&lt;br /&gt;
=== Melting ===&lt;br /&gt;
Ice can melt when the temperature rises as part of the natural cycle of seasons. Some biomes may be frozen all year round and others may never freeze. Ice can also be melted by proximity to [[magma]].  An ice tile with magma above or beneath it, or within 2 tiles on the same z-level, will cause the ice to melt (or will prevent water freezing in the first place).&lt;br /&gt;
&lt;br /&gt;
== Climate ==&lt;br /&gt;
Freezing [[climate]]s are the coldest, and water on them is typically in permafrost. Choosing to embark in one poses an interesting challenge and offers opportunities for substantial amounts of [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Settling ===&lt;br /&gt;
One of the first challenges presented by a freezing climate is the lack of [[water]] in any conveniently drinkable form. Along with trees, water may be the hardest resource to obtain. The ice chunks left behind while digging through ice cannot be melted into drinking water. There are several ways to approach a freezing area. One of them is embarking with a [[volcano]] in site, utilizing the natural obsidian surrounding it to create [[magma-safe]] floodgates and mechanisms to effectively melt ice. Another is to penetrate to the cavern levels, which may have water in liquid form. Note that [[ice]] can be used to create buildings and workshops, which may be melted by [[magma]] or other heat sources, and constructions, which will never melt. Underground water will not freeze, but a well using it must not have ever been exposed to the sky - simply building a roof over it will not suffice. &lt;br /&gt;
&lt;br /&gt;
Remember that staying outside too long can cause your livestock and dwarves to die from exposure if the temperature is low enough, although clothes and armour may help to stave it off.&lt;br /&gt;
&lt;br /&gt;
=== Cautions ===&lt;br /&gt;
While channeling ice and magma, supervise your miners to ensure they are not encased in cooling magma or freezing ice.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gishdist | elvish = thetifì | goblin = gam | human = opoc}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=249236</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=249236"/>
		<updated>2019-12-16T15:11:30Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Environment Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:40, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plant's name as seen in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_PLURAL}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plant's name as seen in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADJ}}&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_NAMES}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BASIC_MAT}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WET}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features. A plant with only [WET] will obviously be a lot less common, since it will only grow next to natural water features. Note that they will not grow next to dwarf-filled channels, since it explicitly checks if the tile type is &amp;quot;River&amp;quot;, &amp;quot;River Slope&amp;quot;, &amp;quot;River Source&amp;quot;, &amp;quot;Waterfall&amp;quot; (used back in 40d for underground rivers), &amp;quot;Brook&amp;quot;, &amp;quot;Murky Pool&amp;quot;, or &amp;quot;Murky Pool Slope&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRY}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.  &lt;br /&gt;
&lt;br /&gt;
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their [[material definition token|material definitions]] for proper stockpiling.  This also lets them be collected from plant gathering and farming jobs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_NAME}}&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_ITEM}}&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_HOST_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DENSITY}}&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Currently has no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_TIMING}}&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
A single growth can only have one GROWTH_TIMING tag. If multiple are declared, the last one will be used. To make a growth appear multiple times during the year, you need to create a different growth for every GROWTH_TIMING interval. By using the same material for all of the duplicate growths, all of them will be stockpiled together and be eligible for the same reactions. Edible/brewable growths will have separate entries in the kitchen menu, though.&lt;br /&gt;
&lt;br /&gt;
There is no known way to declare a growth timing that lasts from winter into spring. Including numbers below 0 or above 403200 in the range will make the growth available at all times, as though you hadn't defined a growth timing at all. So will including a range for which the start time is later than the end time.&lt;br /&gt;
&lt;br /&gt;
This has no effect on farmed growths; all eligible growths that have [STOCKPILE_PLANT_GROWTH] in their materials will be harvested, regardless of if they are currently within their growth timing or not.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_PRINT}}&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*color&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_HAS_SEED}}&lt;br /&gt;
|  &lt;br /&gt;
| The growth drops a seed if eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DROPS_OFF}}&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground, which [[herbalist]]s can collect.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DROPS_OFF_NO_CLOUD}}&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop collectable items from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TRUNK_HEIGHT}}&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TRUNK_DIAMETER}}&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log yield.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The number of years the trunk takes to grow one Z-level upward.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_WIDTH_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The number of years the trunk takes to grow another tile wider.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_BRANCHES_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRANCH_DENSITY}} / {{text anchor|LIGHT_BRANCHES_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRANCH_RADIUS}} / {{text anchor|LIGHT_BRANCH_RADIUS}} &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are. The values used in the game go from 0-3. Higher values than that can cause crashes. {{bug|10419}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCHES_NAME}} / {{text anchor|DIRECTED_BRANCHES_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCH_DENSITY}} / {{text anchor|DIRECTED_BRANCH_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCH_RADIUS}} / {{text anchor|DIRECTED_BRANCH_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_BRANCHING}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_NAME}} / {{text anchor|ROOTS_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_HAS_MUSHROOM_CAP}}&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom. This severely stunts a tree's maximum height - see the [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7313#c26413 bug report.] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_TILE_NAMES}}&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_TREE_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type.  Defaults to 198 (╞).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SAPLING_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_TREE_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SAPLING_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The sapling of this tree will drown once the water on its tile reaches this level. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING}}&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shrub Tokens==&lt;br /&gt;
These tokens are used for non-grass, non-tree plants.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPRING}}, {{text anchor|SUMMER}}, {{text anchor|AUTUMN}}, {{text anchor|WINTER}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow in farm plots during the given season.&lt;br /&gt;
&lt;br /&gt;
If the plant is a surface plant, allows it to grow in the wild during this season; wild surface plants without this token will disappear at the beginning of the season. Underground plants grow wild in all seasons, regardless of their season tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWDUR}}&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow to harvest in a farm plot. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICKED_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when the plant is harvested whole, or is ready to be picked from a farm plot. May either be a cp437 tile number, or a character between single quotes. See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_PICKED_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a plant harvested whole has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used to represent this plant when it is wild, alive, and has no growths. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SHRUB_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used to represent this plant when it is dead in the wild. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTERSIZE}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICKED_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The color of the plant when it has been picked whole, or when it is ready for harvest in a farm plot. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_PICKED_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when it has been picked whole, but has wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when it is alive, wild, and has no growths. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SHRUB_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of the plant when it is dead in the wild. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The shrub will drown once the water on its tile reaches this level. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINK}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Names a [[alcohol|drink]] made from the plant, allowing it to be used in entity resources.  Previously also permitted brewing the plant into [[alcohol]] made of this material.  Now, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THREAD}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material and allows its use in entity resources. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEED}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_STILL_VIAL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_VIAL}}&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_BARREL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass. This allows animals to graze on it, and prevents it and its growths from being picked by herbalists. (Grass growths can still be picked in adventure mode, however.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS_TILES}}&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALT_PERIOD}}&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALT_GRASS_TILES}}&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS_COLORS}}&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Plant token]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Historical_figure&amp;diff=249234</id>
		<title>Historical figure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Historical_figure&amp;diff=249234"/>
		<updated>2019-12-16T15:08:58Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
In [[world generation]], due to memory constraints, most population numbers have to be treated abstractly. However, a small percentage of the population is treated explicitly, i.e. the game keeps track of all of their history. These people are called '''historical figures''', or ''histfig'' for short.&lt;br /&gt;
&lt;br /&gt;
Historical figures mainly relate to what is abstractly offloaded (i.e. forgotten) or explicitly tracked by the game. The game can't keep track of every single creature in the world, but it has to keep things interesting for your [[Fortress mode|fortress]], [[Adventure mode|adventurer]], or [[legends]]; as such, there are a number of rules that define who gets to become a historical figure and who doesn't. These rules are mostly there to guarantee a consistency of gameplay experience, so that people you encounter don't suddenly disappear from the game as they are offloaded.&lt;br /&gt;
&lt;br /&gt;
== In world generation (and [[World activities|after]])==&lt;br /&gt;
&lt;br /&gt;
In each [[site]], a percentage of the actual population is tracked: this includes nobility and their entourage. Their family relationships, titles and heroic feats (e.g. kill lists) are stored for you to discover. All [[Semi-megabeast|(semi-)]][[megabeast]]s, unique [[demon]]s, [[forgotten beast]]s, [[titan]]s and other such {{token|POWER}} creatures are historical figures, as are other &amp;quot;villainous&amp;quot; creatures such as [[necromancer]]s, [[vampire]]s, [[werebeast]]s, [[night troll]]s, or [[Boss|bosses]] of criminal organisations (along with all their families and other such relationships). Likewise, animals that somehow become enemies of a civilization become historical figures.&lt;br /&gt;
&lt;br /&gt;
== In fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Your seven starting dwarves are generated ''ex nihilo'' (out of nothing - &amp;quot;void dwarves&amp;quot;), and so are the first two hardcoded [[Immigration|migration]] waves. However, all fortress citizens become historical figures as they appear, and the game will keep track of them if they [[Emigration|leave]] the site, or you retire or abandon your fortress. The game attempts to pull subsequent migrants from actual histfig populations, but it will continue to generate 'void dwarves' as necessary. [[Caravan]]s and [[invader|invasions]] can instantiate non-historical populations, though those generated creatures may become historical figures during their time on site. [[Noble]]s (including [[diplomat]]s and [[liaison]]s), workers requested from [[holding]]s, and [[visitor]]s will generally only be selected from existing historical figures.&lt;br /&gt;
&lt;br /&gt;
Wildlife is abstracted away, except if an animal gets a [[name]] for some reason (e.g. killing one of your dwarves), in which case they also become a historical figure.&lt;br /&gt;
&lt;br /&gt;
If a creature's hist_figure_id is not equal to -1, then by definition it is a historical figure. It's possible that the act of training a creature makes it into a hist figure, perhaps in order to assign entity/site membership to it. &lt;br /&gt;
&lt;br /&gt;
== In adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Similarly to fortress mode's starting dwarves, your adventurer is also generated ''ex nihilo'', but they become a historical figure if they die, or you retire them. Anyone with a name the adventurer encounters also becomes a historical figure, if they weren't already. This includes companions, people you take [[quest]]s from, people in your kill list and people you talk to.&lt;br /&gt;
&lt;br /&gt;
== In legends mode ==&lt;br /&gt;
&lt;br /&gt;
You may browse the history of every single histfig in the world, as well as their relationships with other histfigs. Special objects of note (namely [[artifact]]s and other such objects that have gotten a [[name]] from one of your dwarves or adventurers) also have their history tracked.&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Historical figure]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Breeding&amp;diff=249233</id>
		<title>Breeding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Breeding&amp;diff=249233"/>
		<updated>2019-12-16T15:07:41Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''{{catlink|Breeding}}''' creatures are those which can produce offspring in fortress mode. Conversely, '''{{catlink|Non-Breeding|non-breeding}}''' creatures cannot reproduce in fortress mode, even though they presumably do so during worldgen. Breeding creatures are significantly more useful as stock for a [[meat industry]] than their non-breeding counterparts.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
To be able to breed, a creature must have separate {{token|MALE|c}} and {{token|FEMALE|c}} castes. Genderless and one-gendered creatures are incapable of breeding. Toady stated that he &amp;quot;removed requirement that a creature have a baby/child state to breed completely&amp;quot; in version 0.40.06{{cite devlog|2014|07|29}}.&lt;br /&gt;
&lt;br /&gt;
When a compatible male and a female of the same species are present on the map, sooner or later they will breed. To do so, they will need to be situated on adjacent tiles. Breeding can be prevented by [[gelding]] males, separating males and females, caging females, or while (non-aquatic?) creatures are [[swimming]]. Caged males are still capable of breeding, assuming the female can approach the cage.&lt;br /&gt;
&lt;br /&gt;
[[Invader]]s normally are incapable of breeding, but they have been observed to arrive on the map pregnant. Additionally, invaders (whether soldiers or mounts) can become pregnant and breed while on the map if they possess the {{token|PET|c}} or {{token|PET_EXOTIC|c}} tokens (and a {{token|PET_VALUE|c}}), but their parents will immediately attack their offspring unless they are separated from each other (such as via [[Trap#Cage_Trap|cage traps]]).&lt;br /&gt;
&lt;br /&gt;
There is a per-creature-type population cap, observed to be around 50, past which breeding animals will not get pregnant; existing pregnancies will mature to term. Furthermore, animals will not reproduce if children make up more than 75% of their population - for creatures which take longer than a year to grow up (such as elephants, which take 10 years), this can slow breeding significantly. Once the population drops below these caps, the creatures will begin breeding again.&lt;br /&gt;
&lt;br /&gt;
All animals have a gestation period of 6 months (Dwarves are 9 months), but there are several factors that can prevent them from breeding:&lt;br /&gt;
&lt;br /&gt;
1. Too many adults - if you have more than 50 per species, they will stop breeding.&lt;br /&gt;
2. Too many children - if more than 75% of that animal's population is juvenile, they will stop breeding until the young ones grow up.&lt;br /&gt;
3. They're gay - the animals in your &amp;quot;breeding pairs&amp;quot; are homosexual or otherwise uninterested in reproducing, which is the case for 25% of all animals. &lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Breeding]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kitchen&amp;diff=249230</id>
		<title>Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kitchen&amp;diff=249230"/>
		<updated>2019-12-16T14:59:58Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:29, 21 November 2016 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seed]]s&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''kitchen''' is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook prepared meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which drastically increases the [[food]]'s value (up to 100×). Cooked meals count as each of their ingredients for the purpose of satisfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish]], and [[plants]] will deter [[rot]], but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' uses two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Lavish meals result in larger stacks of higher-value food. They take a bit longer to produce and result in less experience gained for your cook per ingredient. With a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Easy meals will give more experience per ingredient and result in twice as much hauling ''after'' cooking.&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress will be canceled if you disallow one of the cook's chosen ingredients. &lt;br /&gt;
&lt;br /&gt;
Cooking with alcohol usually results in large stacks of prepared meals because alcohol typically has large stack sizes. It is assumed that since all dwarves have a [[preference]] for at least one type of alcohol, cooking with alcohol improves the chance of happy [[thought]]s from eating. Of course you need to ensure that you have enough alcohol left for your dwarves to drink; cooked alcohol does not count as drink.&lt;br /&gt;
&lt;br /&gt;
One (not really safe) method to include a limited amount of alcohol in your meals is to create a small (one or two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to &amp;quot;take&amp;quot; from your larger drink stockpile.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less &amp;quot;feeder&amp;quot; [[stockpile]]s, each of which allows a different type of (cookable) food, all set to &amp;quot;give&amp;quot; to your kitchen.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a [[barrel]] or [[pot]] (capacity 60). If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You can also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back in smaller stacks.&lt;br /&gt;
&lt;br /&gt;
Be aware that food that is not properly stored in a stockpile rots quite fast. Rotting is the worst possible fate for a masterfully prepared meal. The chef would have every right to be angry about it, since all of his effort spent preparing the meal literally went to waste. Prepared meals can also trigger masterwork destruction if they are eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
Prepared meals are excellent for [[trade]] since they are high-value, renewable/sustainable, easily transported, and easily sub-divided. A high-quality prepared meal stack can surpass all but [[artifact]], [[adamantine]], and heavily [[decoration|decorated]] items in total value.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook will greatly increase the value of raw ingredients. For example, cooking 10 plump helmets (total value 40) in a &amp;quot;Lavish Meal&amp;quot; will produce a stack of plump helmet roast with minimum value of 260. A modest cooking skill can easily double that value, while a legendary cook is theoretically capable of producing a total value of 3120, a 78x increase over the raw ingredients. &lt;br /&gt;
&lt;br /&gt;
Because of the way meal value is calculated, cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. As an example, cooking three single unit stacks of [[whip vine]] [[flour]] with a stack of 7 plump helmets yields a theoretical maximum value of 10,680 from a raw ingredient value of 103. &lt;br /&gt;
&lt;br /&gt;
The quality symbols shown in the name of a meal reflect the highest quality involved in its making, looking at the overall preparation as well as the mincing of each ingredient. With up to five jobs involved, monetary values of apparently same-quality meals can vary a lot, and a lower-quality meal can be more valuable than a higher-quality meal cooked from the same ingredients.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarven_atom_smasher&amp;diff=249228</id>
		<title>Dwarven atom smasher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarven_atom_smasher&amp;diff=249228"/>
		<updated>2019-12-16T14:58:29Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:39, 30 December 2014 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
[[Image:DwarfSMASH.PNG|thumb|An atom smasher. Take care so there are &amp;lt;s&amp;gt;no dwarves&amp;lt;/s&amp;gt; elves underneath when you trigger the bridge.]]&lt;br /&gt;
&lt;br /&gt;
The '''Dwarven Atom Smasher''' is a nickname for a [[Bridge|drawbridge]] in [[Garbage Disposal|waste disposal]] or militarily-significant applications. It [[exploit]]s the implementation of drawbridges to utterly destroy any objects and most creatures in its target area. A &amp;lt;abbr title=&amp;quot;Dwarven atom smasher&amp;quot;&amp;gt;DAS&amp;lt;/abbr&amp;gt; works fine as a trash compactor to smash [[stone]], [[item]]s, [[water|fluid]]s and [[goblin]]s straight into oblivion.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
Atom-smashing an item will delete it from the game entirely, though some &amp;quot;soft&amp;quot; references might remain (mainly for owned items and corpse pieces).&lt;br /&gt;
&lt;br /&gt;
Atom-smashing a unit, on the other hand, just kills it - the dead unit will remain forever in the list of Dead Units, and that will potentially contribute toward lag (and also restrict the number of migrants you can receive). The only time units normally get removed from the Units list entirely is when they leave the map (and those tend to come back eventually), and possibly also during a retire/reclaim cycle (which can have its own problems), but there is a DFHack script &amp;quot;fix/dead-units&amp;quot; that fixes this. &lt;br /&gt;
&lt;br /&gt;
== Smashing against the ground ==&lt;br /&gt;
In this design, a drawbridge is built to come down on at least one tile of solid ground. The drawbridge is raised, the targets are placed (or move of their own volition) into position on that ground, and then the drawbridge is lowered, erasing the targets from existence. Most commonly, a garbage dump [[activity zone]] is used in order to place items beneath the drawbridge (as stockpiles cannot be placed on top of existing buildings), but other methods such as flowing [[water]] have been used with varying degrees of success.&lt;br /&gt;
&lt;br /&gt;
[[Sand]] or [[dye]] in [[bag]]s don't get erased while the bag does, creating a small pile of sand or dye on the ground. Similarly, [[contaminant]]s (e.g. [[blood]], [[vomit]]) are not erased when a bridge descends on them. [[Legendary artifact]]s subject to atom smashing won't be destroyed, but will receive a &amp;quot;Hidden&amp;quot; flag which will make them invisible and unusable for the rest of the playthrough. This same flag causes them to respawn unharmed in a random location on the site if the fortress is retired and subsequently [[Reclaim fortress mode|reclaimed]], or if it's visited in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
It is a good idea to make the tile(s) a restricted [[Traffic]] area to discourage your dwarves from casually sauntering into the kill zone.&lt;br /&gt;
&lt;br /&gt;
== Smashing upon closing ==&lt;br /&gt;
In this design, a very compact drawbridge (as little as one tile long) is used, and the target area is the one-tile wide anchoring area, where the bridge will close. This often uses walls, locked doors, or other solid objects, leaving the targets nowhere to go. The drawbridge is lowered, the targets are placed (or move of their own volition) into position on the tile(s) that the drawbridge will occupy when closing, and then the drawbridge is raised, squashing the targets flat.&lt;br /&gt;
&lt;br /&gt;
== Immune creatures ==&lt;br /&gt;
A DAS will not work on exceptionally large creatures. Creatures with a size over 1,200,000 (e.g. an [[elephant]], [[bronze colossus]], etc.) will prevent a drawbridge from raising if they are standing on it, and cause a drawbridge to immediately deconstruct if it is lowered upon the creature.  See the [[List of creatures by adult size#bridge|list of creatures by adult size]] for a complete listing of creatures immune to bridges.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.reddit.com/r/dwarffortress/comments/2mb3k4/building_bridges_and_atom_smashers_a_guide_by/ Building Bridges and Atom Smashers: A Guide by Mechanixm]&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
[[Ru:Dwarven atom smasher]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Amber&amp;diff=249227</id>
		<title>Amber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Amber&amp;diff=249227"/>
		<updated>2019-12-16T14:56:36Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|17:50, 12 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Amber''' is a type of [[material]] made from fossilized tree resin. Although it has been present in ''Dwarf Fortress'' since the very first release, amber has never served an in-game purpose as your dwarves cannot produce it (even though the [[furniture]] and [[finished goods]] [[stockpile]]s include amber within the &amp;quot;Other Materials&amp;quot; listing). Civilizations with access to ocean products (and in proximity to appropriate oceans) have access to this material and can make it into crafts. Thus, very little is known about the material or what its purpose in the game is, though a use might still be implemented in the future. [[Titan]]s, [[forgotten beast]]s, and [[demon]]s are occasionally made of amber, though like all non-fleshy procedurally generated creatures, these only leave ''pieces'' of amber behind when killed, which have no use in the game.  Amber has the exact same material properties as snow, mud, and vomit - even punching it a few times will probably be enough to kill it. &lt;br /&gt;
&lt;br /&gt;
Amber is one of the three unimplemented organic materials in the game, the others being [[coral]] and [[pearl]]s. Dwarves can still have [[preference]]s for these materials; more annoyingly, [[noble]]s can still issue [[demand]]s involving these materials.&lt;br /&gt;
&lt;br /&gt;
[[File:amber2.png|thumb|230px|center|The stuff of fossils.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thukkan&lt;br /&gt;
| elvish  = ilí&lt;br /&gt;
| goblin  = rud&lt;br /&gt;
| human   = kuppo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Nobles have been known to mandate amber goods in response to reports of goblin [[thief|babysnatchers]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|AMBER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:DF2012:Amber]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=249226</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=249226"/>
		<updated>2019-12-16T14:51:23Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.40.14}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and {{DFtext|Over the long term, Urist McStressed has been under a great deal of stress|6:1}} will show on their [[thoughts and preferences]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: {{DFtext|Urist McStressed has become haggard and drawn due to the tremendous stresses placed on him|4:1}}. In the short-term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long-term, excessive levels of stress may lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Internally, stress level is tracked with one number, where a negative number is good and a positive number is bad. It is not possible to view this number without third-party [[utilities]].&lt;br /&gt;
&lt;br /&gt;
Stress ranges from -1000000 to +1000000, and the negative effects start appearing at +100000, +250000, and +500000.&lt;br /&gt;
&lt;br /&gt;
Stress itself gradually increases or decreases based on the emotions visible on the dwarf's Thoughts and Preferences screen - it basically adds up all of the positive emotions (to reduce stress) and the negative emotions (to increase stress) with appropriate weights on each one (since some emotions are much stronger than others), caps the two sums at 500, adjusts the stress boost based on the dwarf's Stress Vulnerability personality trait, then takes the difference and adds it to the dwarf's current stress level. &lt;br /&gt;
&lt;br /&gt;
You may want to check on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high [BRAVERY] and low [STRESS_VULNERABILITY]. [ANXIETY_PROPENSITY] affects the rate at which dwarves dissipate stress. For example, being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that one event may cause different emotions for different dwarves (and, occasionally, for the same dwarf). The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a partial table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with a [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with the spouse, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with a [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], [[sparring]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lustful|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with a parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent/legendary meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering {[[topic]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|joy|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, having [[justice|punishment]] delayed, being near to a [[waterfall]], being released from confinement, yelling at/crying on [[mayor|somebody in charge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Killing somebody, being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Having [[justice|punishment]] reduced, having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, a [[sparring]] session, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], learning [[necromancer|the secrets of life and death]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, communing with {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]], having a [[mandate]] ignored, being caught in the [[rain]], being forced to drink [[vomit]], being forced to endure the decay of a [[pet]], retching on a [[miasma]], having to conduct an official [[meeting]] in a bedroom (many negative memories may change to acceptance as a result of the personality-change system&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.11|v0.44.11]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grim satisfaction|5:1}}&lt;br /&gt;
|Seeing somebody's death&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aggravated|6:0}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly [[sleep]]-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]], [[cup]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anxious|6:0}}&lt;br /&gt;
|Discussing/pondering (topic)&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during a [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disappointed|6:0}}&lt;br /&gt;
|Having a [[mandate]] deadline missed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disillusioned|6:0}}&lt;br /&gt;
|An [[animal]] was convicted of a [[crime]] &lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], sleeping on a dirt/rocks/cave floor/in the grass, wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Considering the scarcity of cages and chains, having a [[mandate]] ignored, nobody could be punished for a [[mandate]] failure, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gloomy|6:0}}&lt;br /&gt;
|Being [[Cave adaptation|out in the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/[[sleep|drowsy]], eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|isolated|6:0}}&lt;br /&gt;
|Being unable to find [[mayor|somebody in charge]] to yell at&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something, becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|Giving somebody [[water]], experiencing trauma, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in a [[cage]], being caught in [[evil weather|freakish weather]], seeing somebody's [[corpse|dead body]], being [[clothing|uncovered]], retching on a [[miasma]], being [[combat|attacked]], being attacked by [[undead|the dead]], giving birth to a [[baby]], being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anguish|6:1}}&lt;br /&gt;
|Experiencing a [[miscarriage]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|despair|6:1}}&lt;br /&gt;
|Being caught in [[evil weather|freakish weather]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Retching on a [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a (dead) [[pet]], being accosted by hated [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|existential crisis|6:1}}&lt;br /&gt;
|Being unable to advance the study of {topic}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by [[ghost|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Unexpected [[death]] of somebody&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s, having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones, retching on a [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|alarmed|4:1}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing somebody die, seeing somebody's [[corpse|dead body]], being caught in a [[evil weather|freakish weather]], being haunted by [[ghost|the dead]], being attacked by [[undead|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*Dwarves can quickly become stressed by exposure to corpses and body parts. {{bug|7435}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Stress]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Windmill&amp;diff=249225</id>
		<title>Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Windmill&amp;diff=249225"/>
		<updated>2019-12-16T14:48:57Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 [[wood|Log]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Building designer|Architecture]]&lt;br /&gt;
# [[Carpentry]]&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a basic overview of how the different machine parts work and work together, see [[Machine component|machinery]].''&lt;br /&gt;
&lt;br /&gt;
A '''windmill''' is a [[machine component]] that provides [[power]] via [[Weather#Wind | wind]] on the surface of a fortress map. In order for the windmill to generate power, its center tile must have the &amp;quot;outside&amp;quot; [[Tile attributes|attribute]]. The power produced by each windmill depends on the latitude at which your fortress is located within the world.  If a windmill built on solid ground does not generate any power, then you simply don't have enough wind on your map and will never be able to use windmills. The power generated by a windmill is transmitted downward through its center tile, so you must [[channel]] out the central tile and build the windmill on top of an existing [[axle|vertical axle]] or [[gear assembly]] (or the actual machine you wish to power).&lt;br /&gt;
&lt;br /&gt;
When building a windmill on top of an existing axle or assembly, you might get a &amp;quot;no access&amp;quot; message even if your dwarves can reach the center space of the windmill. You'll need to build a floor so that there's a place to stand adjacent to one of the nine windmill squares (i.e. one space between the standing platform and the windmill axle). Spaces adjacent to the windmill's axle (i.e. within the 3x3 building area) aren't sufficient for construction access.&lt;br /&gt;
&lt;br /&gt;
Due to what is assumed to be a bug, it is sometimes possible for windmills to transmit their power through a solid floor without channeling. They only have this effect if the windmill is built ''first'', and whatever it's powering ''second''; however, this does not always work reliably.&lt;br /&gt;
&lt;br /&gt;
As with other machines, windmills freeze if the floor under them is natural ice.&lt;br /&gt;
&lt;br /&gt;
[[File:windmill_old.jpg|thumb|240px|center|An old windmill.]]&lt;br /&gt;
&lt;br /&gt;
==Synchronization==&lt;br /&gt;
Windmills can be synchronized using the method described [https://www.reddit.com/r/dwarffortress/comments/5cxv5t/science_i_have_found_a_way_to_synchronize/ here].&lt;br /&gt;
&lt;br /&gt;
When collapsing, [[water wheel]]s do not cause a [[cave-in]] and the center tile of the waterwheel causes the tiles below it to be indoors. By building a series of hanging [[gear assembly|gear assemblies]], [[axle]]s, and waterwheels connected to a single supported gear assembly, you can deconstruct the supported gear assembly to allow all the windmills to start simultaneously.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Door&amp;diff=249224</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Door&amp;diff=249224"/>
		<updated>2019-12-16T14:48:14Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:45, 11 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy|withoutbugsection=1}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are pieces of [[furniture]] used mainly to control the movement of dwarves, [[pet]]s, and liquids, and to define the exits of [[room]]s. A door must be built next to a [[wall]] or other form of support. Doors appear using different glyphs depending on their material.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of [[stone]] ({{Raw Tile|┼|0:7:0}}), [[metal]] ({{Raw Tile|≡|6:4:0}}), [[glass]] ({{Raw Tile|O|2:2:1}}), and [[wood]] ({{Raw Tile|║|0:6:0}}). [[Artifact]] doors can also be made from [[gem]] ({{Raw Tile|☼|7:2:0}}) and [[bone]] ({{Raw Tile|║|0:7:0}}). A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While [[stone]], [[wood]], and [[glass]] doors require only a single building material, [[metal]] doors require 3 bars to produce.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door cannot be passed unless it is permitted again or destroyed. [[Dwarf|Dwarves]], [[animals]] (both wild and tame), and most [[invader]]s will all be unable to pass. However, [[Thief|thieves]] can pick the locks of forbidden doors, and [[Building destroyer|building destroyers]] such as [[Troll|trolls]] will simply smash them down. [[Ghost|Ghosts]] can also open forbidden doors, leaving them un-forbidden after passing through.&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass through the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... [Or, say, a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous [[Dog|Wardogs]].]) Because of pathfinding issues, this setting has been known to cause game lag.{{bug|797}}&lt;br /&gt;
*'''Set as internal''': A door set as internal will not block room expansion in the room-designating interface.&lt;br /&gt;
&lt;br /&gt;
Doors can be connected to [[lever]]s or [[pressure plate]]s to open on command. A door that is connected to a lever ''cannot'' be opened and closed by a dwarf or animal any longer; it can only be opened and closed by pulling the lever.&lt;br /&gt;
&lt;br /&gt;
Doors also halt the movement of liquids ([[water]] and [[magma]]) in the manner of [[floodgate]]s, and can be used in the same ways if a passageway is narrow enough. The main differences between a door and a floodgate for fluid containment are:&lt;br /&gt;
* There is a delay in operating a floodgate with a lever, but no delay on a door.&lt;br /&gt;
* A door that's not linked to a lever can be opened or closed by a dwarf or an animal (unless forbidden and/or tightly closed); usually this is ''not'' what you want when there is an enormous amount of liquid on the other side of the door.&lt;br /&gt;
&lt;br /&gt;
Animals only try to path through doors/hatches improperly when they are unlocked and tightly sealed (the latter specifically meaning &amp;quot;animals cannot open&amp;quot;), so a mechanism-controlled door/hatch is also identical to a floodgate from a pathfinding perspective.&lt;br /&gt;
&lt;br /&gt;
Most wild animals do not have [CANOPENDOORS], so they can't open doors at all - presumably, Tame creatures are explicitly granted the ability to open pet-passable doors in your fortress.&lt;br /&gt;
&lt;br /&gt;
==Advanced Door Construction==&lt;br /&gt;
The ''placement'' requirement for a door is that it must be positioned cardinally adjacent to a wall ''at the time of placement designation''. That wall does not need to exist when the door is being constructed, nor does that wall need to exist for the door to continue to exist after it has been constructed.  Thinking on this, one might discover that doors can be placed side by side in continuous strings, given a little extra effort.&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═════&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═Π═══&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═ΠΠ══&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═ΠΠΠ═&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You will normally begin the process by anchoring your first door placement designation against a constructed wall. Immediately afterwards, you can use the {{K|d}}esignations menu to {{K|n}}Remove constructions to clear a space for the next door. Once the space is clear, you can designate the construction of a second door, even before the first door has been constructed. Repeat the process for your third, fourth, fifth, etc. door until you are satisfied. You can continue the process indefinitely as long as you possess doors and constructed walls to anchor your placement designations. Note that natural stone walls do '''not''' work this way; digging out a natural wall will deconstruct any adjacent no-longer-supported doors. &lt;br /&gt;
&lt;br /&gt;
You can also use this strategy to unhook doors from walls and leave them as free standing structures. Why you would want to do this is up to you, but some players may find this useful for baiting [[building destroyer|building destroyers]] away from their fortress.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in. Such items will also jam mechanically linked doors; in order for the door to be shut, the item must be cleared out and the lever or pressure plate must be triggered again.&lt;br /&gt;
&lt;br /&gt;
*A door destroys any fluid on its tile when it closes.&lt;br /&gt;
&lt;br /&gt;
*If invaders move past a door, they will &amp;quot;take&amp;quot; control of the door and you will be unable to issue it {{K|q}}ommands. If you can successfully move a squad through a door, it will be retaken, but the door will be returned in an unforbidden state. A door set to be tightly-closed will remain tightly closed when you retake it.&lt;br /&gt;
&lt;br /&gt;
*Forbidden doors unlocked by ghosts, unlike those taken by invaders, can be immediately re-forbidden by the player using the {{K|q}} menu as soon as the ghost finishes passing through.&lt;br /&gt;
&lt;br /&gt;
*Doors are a vital, if somewhat double-edged, component of [[Fortress defense]]. You could build your own shogunate castle by replacing your walls with doors, a tactic which will disorient your enemies with unlimited pathfinding options and provide your Hammerdwarves with excellent ambushing potential. Be warned, though: just as rice-paper walls have trouble keeping grown men at bay, you're going to have some [[fun]] with building destroyers. And thieves. Your haulers won't mind.&lt;br /&gt;
&lt;br /&gt;
*Artifact doors are indestructible, and may be used to [[DF2012 Talk:Door#Artifact doors indeed indistructible|filter out building destroyers]].&lt;br /&gt;
&lt;br /&gt;
*Doors block [[trade depot]] access, regardless of their settings. And, no, you cannot build three-wide doors as a 'caravan garage door' - you're better off using a [[bridge]] or linked [[floodgate|floodgates]] for that.&lt;br /&gt;
&lt;br /&gt;
*All doors are watertight, but dwarves may allow small amounts through when they open a door to pass. If you need doors to a watery area such as a reservoir for an artificial waterfall or flood trap, you can limit the mess from escaping water by making each exit an &amp;quot;airlock&amp;quot;: two doors enclosing a one- or two-tile room between the tank and the main hallway. The small amount of water that escapes will be contained in the room and evaporate. If the water level can potentially get too high to evaporate, channeling a drain and placing [[grate]]s or floor bars is even more effective.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Floor hatch]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tun&lt;br /&gt;
| elvish  = beÿa&lt;br /&gt;
| goblin  = sustgo&lt;br /&gt;
| human   = as&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Screw_pump&amp;diff=249223</id>
		<title>Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Screw_pump&amp;diff=249223"/>
		<updated>2019-12-16T14:47:38Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:25, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Trap component#Enormous corkscrew|Enormous corkscrew]]&lt;br /&gt;
* [[Pipe section]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[building]] that can lift liquids ([[water]] or [[magma]]) from one level below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
[[Water#Salt Water|Salt water]] pumped through a pump will desalinate and become drinkable, but only if the [[cistern]] has never contained salty water. [[Water#Stagnant Water|Stagnant water]] pumped through a pump will become clean, letting dwarves drink it without getting an unhappy [[thought]] and letting [[doctor]]s clean [[wound]]s without causing an [[Health care#Infection|infection]].  As with desalination, this only works if the [[cistern]] has never contained stagnant water.&lt;br /&gt;
&lt;br /&gt;
[[File:old_water_pump.jpg|thumb|230px|center|Mechanics of a screw pump.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
:From the components used in construction, a DF pump can be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw]. However, given its effect on contaminated water, the lack of pump components *in* the water itself, and general Dwarven mechanical aptitude, it seems more accurate - and more dwarfy - to infer the speed of rotation to be high enough that the building actually operates as a [http://en.wikipedia.org/wiki/Turbomolecular_pump Turbopump] using the principles of [http://en.wikipedia.org/wiki/Vacuum_distillation Vacuum distillation] to simultaneously transfer and purify water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machine component|machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[Trap component#Enormous corkscrew|enormous corkscrew]], a [[block]], and a [[pipe section]]. The construction itself is completed in two stages: first, an [[architect]] must bring the materials and prepare a design plan, then a builder (possibly the same dwarf as the architect) with the appropriate labor must assemble the components accordingly. This could be [[carpentry]], [[metalsmithing]], or [[masonry]], depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
To build a pump, use the keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump (to specify the source and destination tiles) using the {{k|u}}, {{k|m}}, {{k|k}}, or {{k|h}} keys, with text at the top of the sub-menu changing to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.&lt;br /&gt;
&lt;br /&gt;
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw pump#Pump stack|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the [[pump operator]] stands in the light-colored area, as the dark-colored tile is [[impassable tile|impassable]] to both fluid and movement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&lt;br /&gt;
The example shown at the very top of the page &amp;quot;pumps from the north&amp;quot; (top) to the south (bottom).  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored tile is [[impassable tile|impassable]].&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
Construction of a screw pump can be prohibited with a &amp;quot;needs screw trap component&amp;quot; message if your enormous corkscrews are in a bin which has ''any'' current tasks attached to it (such as the relocation of a newly constructed corkscrew, or a military member moving a weapon). One workaround is to create a separate weapon stockpile for your corkscrews, and for best effectiveness, disallow the use of bins in that stockpile. This will force your corkscrew storage to work as smoothly (and space-consumingly) as a furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump tile must be directionally adjacent to &amp;quot;Open Space&amp;quot; or &amp;quot;Downward Ramp&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a [[grate]], floor [[bars]], or a [[construction|constructed]] [[fortification]] on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built between wall segments to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[gear assembly]] linked to a [[lever]] to disconnect the [[power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s); no [[axle]] or [[mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* Dwarves operating pumps do '''NOT''' generate power. Thus, one cannot use a single [[pump operator]] to power an entire pump stack.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[lever]] or [[pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[Pressure]])&lt;br /&gt;
* In order to safely pump magma, you must use [[magma-safe]] materials, though magma-unsafe metals have been observed to be safe unless the open tile is going to be submerged in magma. Wooden parts (except for [[nether-cap]]s) will burst into flames the instant the pump is activated, and magma-unsafe stone [[block]]s melt after a short time. Despite the requirement for magma-safe materials, the exterior of the pump does not heat up, and dwarves do not mind operating a magma pump directly.&lt;br /&gt;
* Magma, which normally has no pressure, will behave as though pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* The liquid in a pump's intake tile must have a depth of at least 2/7 for the pump to be able to remove any amount of liquid from it.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (e.g. cave-in, magma cooling into obsidian, or a sapling maturing into a [[tree]]) the pump will still run but not pump any fluid.&lt;br /&gt;
* If a pump's output tile contains magma and the pump is pumping water or vice versa, the output tile will be turned into [[obsidian]].&lt;br /&gt;
* Pumps operate in the reverse order in which they were built-- the most recently built will try to pump, then the next recent, and so on.  You can use this to your advantage for [[mist]] generation, to maximize fluid throughput, or for advanced [[repeater]] design.&lt;br /&gt;
* Screw pumps continue to operate for a short period (49 ticks) after losing power-- that is, a screw pump supplied power for exactly 1 tick will actually pump for 50 ticks.&lt;br /&gt;
* Screw pumps attempt to pump everything from the inlet tile to the outlet tile on every turn (so long as there is more than 1/7 liquid in the square).  Actual pump rate tends to be slower than this due to liquid needing to flow to the pump inlet, which can take a few turns depending on the source.&lt;br /&gt;
*  If you bring in an Adventurer, the pumps will run as long as you're close enough to the fortress - once you move far enough away, the site gets offloaded (and the pumps stop). &lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the [[impassable tile]] of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the pump's z-level further down the line (where you were planning your magma forges, for example.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack.''']]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer.''']]&lt;br /&gt;
[[File:Pumpstack.gif|thumb|right|'''Animation showing the general construction using an isometric projection.''']]&lt;br /&gt;
&lt;br /&gt;
A pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another screw pump. Note that for power to properly transfer, the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-[[magma-safe]] parts can cause an entire magma pump stack to spontaneously disassemble. To prevent disassembly, you can &amp;quot;anchor&amp;quot; each pump with a stable horizontal axle (for water applications placing this axle on the output tile of the pump also conveniently prevents plant growth; for magma applications the axle must be protected from the magma unless you are using [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level (often the [[magma sea]]) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative [[waterfall]] (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.  &lt;br /&gt;
&lt;br /&gt;
The 'Illustrated Top View of a Pump Stack Layer' shows a basic section of a pump stack. Only the door (or a floodgate) on the containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
As an alternative to a large reservoir, it is also possible to combine a [[Dwarven Atom Smasher]] with the top layer of the pump stack to create a &amp;quot;vacuum cleaner&amp;quot; of sorts.&lt;br /&gt;
&lt;br /&gt;
====Tips====&lt;br /&gt;
&lt;br /&gt;
* Ramps can be used in place of channeling. Liquids will transmit through ramps, unlike stairs, and when pumps are constructed they annihilate the ramp they're built on much as walls do. Power will still be transmitted, so they don't need to be removed by miners prior to pump construction. Ramps make it virtually impossible to strand your miners and allow the stack to be dug out using only access doorways on the intake side of the pump, so no construction or doors are later needed to eliminate leaks. A pump stack can be very rapidly carved out with this method as even if a miner/builder is trapped on the containment side of a pump, they can walk up the ramp to the intake side of the pump above and walk out.&lt;br /&gt;
* Power can be transmitted to the stack by channeling out the tile directly above the intake (light) tile of the topmost pump and mounting a gear assembly. If the gear assembly is supported by an adjacent gear assembly or horizontal axle on a stable floor (be careful to not have that adjacent gear assembly disengage via lever), this will allow the stack to hang from the gear assembly. If a lower pump needs to be removed, or should self-destruct, the problem of the entire pump stack disassembling described above is eliminated. Further, if the supported gear assembly is built first, the pump stack can be built both from the top and bottom simultaneously, halving construction time, assuming that sufficient attention is paid to make sure that the pumps will align with the proper orientation when the two partial stacks meet. Properly channeling/ramping out the stack should ensure this.&lt;br /&gt;
* While expensive in both power and mechanisms, it is also possible to power a pump stack horizontally with a Gear Assembly or power source connected directly to the bright square. This is most useful when you are building an above ground pump stack. You can attach a power source to the Screw Pump through the dark square, but it's generally not a good idea because it will leak water along a diagonal. Unless that's your plan.&lt;br /&gt;
* When pumping water, make sure all tiles on the containment side of the stack are covered with a [[construction|constructed]] floor or [[fortification]] to prevent subterranean trees from growing and blocking flow of the stack. Fortifications have the added advantage that, when used with water, they will never become muddy.&lt;br /&gt;
* When using pumps to empty a large body of liquid, make sure that the pump output is properly isolated from the intake, otherwise the liquid can flow backwards into the pump's walkable tile and cause problems (such as flushing the dwarf operating it into the body of liquid being drained).&lt;br /&gt;
* The order in which the screw pumps were constructed matters. If built from lowest to highest, they will be able to transfer liquids one z-level per tick. However, if built from highest to lowest, they will transport liquids all the way from the bottom to the top in just one tick.&lt;br /&gt;
&lt;br /&gt;
===Improved Magma Pump Stack===&lt;br /&gt;
&lt;br /&gt;
Because a pump stack pumping magma is known to cause significant [[Maximizing_framerate|lag]], a [http://www.bay12forums.com/smf/index.php?topic=72296.0 new type of pump stack] was developed by [http://www.bay12forums.com/smf/index.php?action=profile;u=19835 NecroRebel] that causes a much smaller drop in [[FPS]].  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer hypothesizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no FPS improvement for water pumps by using this design.&lt;br /&gt;
&lt;br /&gt;
====Newer Magma Pump Breakthroughs====&lt;br /&gt;
&lt;br /&gt;
Newer breakthroughs in magma pump design have since made the 3x3 reservoir design obsolete.&lt;br /&gt;
NecroRebel has tested a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1772802#msg1772802 1x3 head-over-tail variation] (which is very similar to [[Screw_pump#Pump_stack|the typical 1 by 1 pump stack]]) as well as a [http://www.bay12forums.com/smf/index.php?topic=72296.msg1795907#msg1795907 2x3 head-over-head variation]. Both of these new designs require less space and work as effectively as his original 3x3 reservoir head-over-head design, with no significant drop in FPS. The 1x3 head-over-tail design has the advantages of requiring the least amount of space and being simple to refit from the standard 1 by 1 water pump stack.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Z-level&amp;diff=249222</id>
		<title>Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Z-level&amp;diff=249222"/>
		<updated>2019-12-16T14:46:56Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|23:54, 30 August 2010 (UTC)}}[[File:Z-level.jpg|thumb|300px|right|'''The z-level indicator.'''&amp;lt;br /&amp;gt; The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]&lt;br /&gt;
:''See also: [[Tile]]''&lt;br /&gt;
'''Z-Level''' describes vertical space (depth or altitude) within Dwarf Fortress, analogous to the [[Z-axis]] in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. There is another Z-level display in the upper right corner of the main view which displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
&lt;br /&gt;
The default settings produce levels with around 50 z-levels of land (for an embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of caverns. 100 corresponds to sea level.&lt;br /&gt;
&lt;br /&gt;
Numerous factors available in [[World_generation|world generation]] impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600. (Worldgen has 400 z-levels; maybe one can force 200 levels of sky.)&lt;br /&gt;
&lt;br /&gt;
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost [[framerate]]. Notably, a common reason players get 100+ Z-level embarks is because &amp;quot;Generate New World&amp;quot; makes ISLAND worlds, and the resulting terrain causes caverns to be a lot taller than usual.&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Z-level&amp;diff=249221</id>
		<title>Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Z-level&amp;diff=249221"/>
		<updated>2019-12-16T14:46:22Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|23:54, 30 August 2010 (UTC)}}[[File:Z-level.jpg|thumb|300px|right|'''The z-level indicator.'''&amp;lt;br /&amp;gt; The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]&lt;br /&gt;
:''See also: [[Tile]]''&lt;br /&gt;
'''Z-Level''' describes vertical space (depth or altitude) within Dwarf Fortress, analogous to the [[Z-axis]] in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. There is another Z-level display in the upper right corner of the main view which displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
&lt;br /&gt;
The default settings produce levels with around 50 z-levels of land (for an embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of caverns. 100 corresponds to sea level.&lt;br /&gt;
&lt;br /&gt;
Numerous factors available in [[World_generation|world generation]] impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600. (Worldgen has 400 z-levels; maybe one can force 200 levels of sky.)&lt;br /&gt;
&lt;br /&gt;
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost [[framerate]].&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fishing_industry&amp;diff=249220</id>
		<title>Fishing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fishing_industry&amp;diff=249220"/>
		<updated>2019-12-16T14:44:00Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Fishing Zone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:56, 21 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''The fishing industry''' is one of five [[food]]-producing [[industry|industries]] (along with [[farming]], the [[meat industry]], the [[poultry industry]], and the [[beekeeping industry]]). In addition to sustaining your hungry dwarves, the fishing industry produces non-edible raw materials that can be used by your workshops, like [[shell]]s and [[extract]]s. Fishing is an excellent way to initially feed your dwarves, requiring very little setup or maintenance, available as long as you have access to some form of fish-bearing water and a cheesemaker or two looking for something to do between breaks.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
[[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire fish. Fishing is unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull the hapless critters right out of the water with their bare hands. The [[fish]] that they catch are usually [[vermin]] fish (or really aquatic animals in general, not just fish), which makes keeping track of stocks much more difficult. Each fish caught will each yield one meal, once prepared. Note that the presence of vermin fish on-screen does not signify there are fish there for fishing.&lt;br /&gt;
&lt;br /&gt;
If you simply tell your fisherdwarves to go fish, they will do so in the nearest source of water. Most water sources more than a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there. While stocks of fish in bodies of water that do not [[flow]] are now renewable, unlike in the past{{bug|2780}}, a fisherdwarf can still have lots of [[fun]] at his secret fishing hole next to the goblin's favorite arrival area. Zoning is highly recommended, but keep in mind an agile Urist McFisherdwarf assigned to an out-of-the-way fishing spot with a nearby lockable escape tunnel can make an excellent sentry.&lt;br /&gt;
&lt;br /&gt;
== Fishing Zone==&lt;br /&gt;
Fishing [[zone]]s are preferred areas to fish and changing [[standing orders]] to zone-only fishing with {{k|o}}-{{k|z}}, and then setting fishing to zone-only will force all fishing to be done in the zone. To set up fishing zones, designate a zone({{k|i}}) as usual, on shore tile adjacent to water. You can only set the zone to be used for {{K|f}}ishing if there is some fish-bearing water inside, or if it is not yet known if there are any fish there.  If there are no fish in a particular region, you will get the [[announcement]] &amp;quot;There is nothing to catch in &amp;lt;some area&amp;gt;&amp;quot;, and designating a zone next to water in that region will show &amp;quot;0&amp;quot; for fishing.&lt;br /&gt;
&lt;br /&gt;
Fishing zones are also an effective way to temporarily disable all fishing without changing labor preferences, particularly if your fisheries already have trouble keeping up. Activate zone-only fishing as described above, and create a fishing zone. Then you can toggle the zone's active flag to control fishing. However, dwarves that had already made up their mind about it will still carry out a single fishing task.&lt;br /&gt;
&lt;br /&gt;
The only way to catch &amp;quot;river fish&amp;quot; is to fish from the exact tiles the river originally occupied; similarly, any other biome-specific fish can only be caught from tiles originally belonging to that biome. Any other body of water will be treated as a murky pool, so you'll just get stuff like pond turtles.&lt;br /&gt;
&lt;br /&gt;
==Fish cleaning==&lt;br /&gt;
Freshly caught '''raw fish''' cannot be eaten; they must first be cleaned at a [[fishery]]. The presence of raw fish automatically triggers &amp;quot;Prepare a raw fish&amp;quot; to be queued up at the nearest fishery.  So long as you have enough [[fish cleaning|fish cleaners]] and [[fishery|fisheries]] to keep up with your fisherdwarves, fish cleaning should be an automated process. Raw fish is a classification in the [[stocks]] menu for fish that have yet to be cleaned, useful for seeing how backlogged the [[fishing industry]] is, or isn't.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf catches a fish, he will carry it off to the nearest stockpile and return to fishing; even if the dwarf has fish cleaning enabled, he will almost never perform the task on his catch, as fishing is regarded as higher-priority, even if fish in your stockpile are in danger of rotting. A rule of thumb is to have twice as many fish cleaners as fishers, as fishers generally catch fish faster than cleaners can process them. To this effect, mature fortresses often have dedicated cooks/brewers/fish cleaners tasked to their food preparation areas. It is especially important to have [[barrel]]s and/or [[large pot]]s in stock if you have a fishing industry, as openly stored fish rot very quickly.&lt;br /&gt;
&lt;br /&gt;
Once a fish is cleaned, it is known as a &amp;quot;prepared&amp;quot; fish, and can be immediately eaten. Fish, both raw and prepared, can also be cooked into food at a [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
Raw fish are known as '''unprepared fish''' in the stockpile settings interface.&lt;br /&gt;
&lt;br /&gt;
==Shells==&lt;br /&gt;
Animals with shells (like [[pond turtle]]s) will also leave them behind, useful for the purposes of [[bone carving]] and appeasing [[strange mood|moody]] dwarves. Since cooking unprepared shelled creatures loses the shell, you probably want to disable this behavior for animals that have them ([[turtle]]s, [[mussel]]s, and [[oyster]]s) until after the fish cleaner is done with them. In addition to being used to create low value crafts and some passingly useful/sellable shell armor, ''every'' item type can be [[decoration|decorated]] with shells. Given that any halfway decent fishing industry in a location with [[mussel]]s or [[oyster]]s will keep a craftdwarf or five swimming in shells, this can be VERY lucrative. Setting up a few craftsdwarf workshops next to a dedicated shell stockpile near your fishery with constant repeating orders of &amp;quot;decorate with shell&amp;quot; and assigning bone carving to all dwarves with spare time lets them quickly train bone carving to legendary levels, while delighting your dwarves as every statue, door, and sock they encounter is bedazzled with shell images of shell items decorated with shells and guaranteeing that merchants will pay top dollar for your masterful craftsmanship.&lt;br /&gt;
&lt;br /&gt;
[[Pearl]]s are an as-of-yet unimplemented [[mussel]] and [[oyster]] product. Although you can tell your dwarves to decorate with pearl at a craftsdwarf's workshop, nothing will actually happen, as there are no pearls in the game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
You can buy processed fish at embark and from traders, in which case the key word is processed; they will always already be prepared, and will never require preparation or have a shell. Buying fish from [[caravan]]s is often a good idea if you do not have a strong fishing industry, as it adds to the dwarven diet variety, which is always a good thing.&lt;br /&gt;
&lt;br /&gt;
==Fish dissection==&lt;br /&gt;
Fisheries can also queue up a &amp;quot;capture a live fish&amp;quot; task; to fulfill this task a fisherdwarf will grab an [[animal trap]] and set it in the river, retrieving it when it catches something. Note that if no animal trap is available, the task will occupy the fishery forever, preventing its other functions from taking place. [[Captured live fish]] can serve as an attraction in an [[Cage|aquarium]], or be made into [[extract]]s with the &amp;quot;dissect a live fish&amp;quot; task at the fishery, using the [[fish dissection]] skill. In particular, dissected [[moghopper]]s yield five units of [[mog juice]], each worth 50☼, making it quite lucrative for something that would otherwise have served little more than a single meal.&lt;br /&gt;
&lt;br /&gt;
==Fish hunting==&lt;br /&gt;
Larger, non-vermin fish cannot be caught with bare hands for obvious reasons. Large fish like [[carp]] and [[shark]]s are individual [[creature]]s, appearing as such on the [[Menu|unit list]], and must be [[butcher]]ed, producing dozens or, in the case of [[sperm whale|whales]], hundreds of meat products. Note that fish hunting is mostly an oceanic activity - rivers will only ever have occasional carp runs and the like.&lt;br /&gt;
&lt;br /&gt;
Advanced fortresses located near the [[ocean]], a [[lake]], or large and well-occupied sections of [[river]] may make use of a fishing-adapted [[drowning chamber]]: a large room lined with all sorts of traps into which water is allowed to filter through via [[Screw pump|water pump]] pressure. No creature knows of the evils of the chambers as do the [[Merperson|merpeople]], whose numbers were, in the past, constantly reduced by dwarves seeking their extremely valuable innards.&lt;br /&gt;
&lt;br /&gt;
Large fish can be caught in or killed by [[trap]]s located along the river bottom. The issue is setting the traps and retrieving their bodies for butchering, both tasks that require a dry riverbed; this means that you must dam or redirect river flow, build the traps, funnel it back through, and then have a way to quickly get rid of the water (probably with [[screw pump]]s) so your dwarves can drag them back to the butcher's shop. Such river control, as well as the construction of genocidal chambers, is a fairly complex engineering project.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
For the most part, the fishing industry is self-sustaining. Have some fishers, have some fisheries, and have some fish cleaners, and everything should run smoothly. However, a big part of fishing inefficiency is hauling the fish from the river to the table; solving this requires bringing the river closer to home, necessary for [[well]]s as well and potentially doubling or even tripling your production as dwarves can toss fish right into the nearest food stockpile.&lt;br /&gt;
&lt;br /&gt;
The largest challenge in the fishing industry is ensuring the safety of your fisherdwarves. When working outdoors, they are susceptible to [[ambush]]ers. The process of building an artificial river is out of the scope of this article, but creating an internal fishery is easy once you have the [[pressure]] worked out: simply [[channel]] down to your river, just like with a well, and build some [[floor grate]]s, as dwarves have no trouble fishing through them. Doing so removes the danger of being far from home in case of a potential siege or ambush and keeps your fisherdwarves happily inside at all times.&lt;br /&gt;
&lt;br /&gt;
==Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
{{Skill Block|skill=[[Fishing]]&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
  |E|    |C|#ccc|L|#ccc|&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|E||&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Live Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill=[[Fish cleaning|Fish&amp;lt;br&amp;gt;Cleaning]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|E|    |&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill=[[Fish dissection|Fish&amp;lt;br&amp;gt;Dissection]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#EEE|      |&lt;br /&gt;
  |E|    |C|#EEE|L|#EEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#EEE|T|#EEE|A|#EEE|Extracts for trading&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|L|#AEE|&lt;br /&gt;
  |      |A|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#AEE|C|#AEE|A|#AEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Shell&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{Item Block|title=Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|A|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Industry{{!}}Food industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Industry{{!}}Craft industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=249218</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=249218"/>
		<updated>2019-12-16T14:43:07Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Pit/Pond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:21, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
'''Activity zones''' are areas to which [[dwarf|dwarves]] are constrained when performing specific tasks, such as [[fishing]], dumping objects, or collecting [[water]]. Activity zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones [[menu]], ({{k|i}})Pressing {{k|e}} in the Zones menu cycles through each method, and pressing {{k|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. The numbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{k|+}}/{{k|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ([[healthcare|hospital]], pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The maximum size of an activity zone is 31×31.&lt;br /&gt;
[[Image:Zones menu v0.44.03.png|right]]&lt;br /&gt;
== Water source ==&lt;br /&gt;
:{{k|w}}&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves or at least spook civilians and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source ({{k|i}}, set area rectangle using {{k|enter}}, {{k|w}}) and then restrict drinking and fishing to that zone ({{k|o|z|d|f|sep=-}}) so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Fishing zone ==&lt;br /&gt;
:{{k|f}}&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source (and exclusively if designated as such by [[standing orders]]: {{k|o}}-{{k|z}}). As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather/pick Fruit ==&lt;br /&gt;
:{{k|g}}&lt;br /&gt;
This will automate plant-gathering jobs in this area. This is also necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for other dwarves to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
:{{k|d}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either with by using {{k|k}}-{{k|d}} (one item at a time), or {{k|d}}-{{k|b}}-{{k|d}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space.&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
:{{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:''See also: [[Mass pitting]]''&lt;br /&gt;
:{{k|p}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way. Creatures can be assigned to a pit/pond through the {{k|P}} menu. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. See [[Mass pitting]] for more information on pit design involving hostile creatures. Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
:{{k|s}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
:{{k|c}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
:{{k|m}}&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to [[meeting hall]]s. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly). Designating a meeting area is done via the zone menu; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
{{main|Healthcare#Setting_up_a_hospital}}&lt;br /&gt;
:{{k|h}}&lt;br /&gt;
&lt;br /&gt;
A hospital zone allows [[wound]]ed dwarves to rest and receive care and [[healthcare|treatment]]. Dwarves can be rested and (mostly) treated in any free fortress bed but [[traction bench]]es can only be constructed in hospital zones and designating a zone allows healthcare to reserve healthcare supplies: [[plaster powder]], [[splint]]s, [[crutch]]es, [[thread]], [[cloth]], [[soap]], and [[bucket]]s so long as [[container]]s are available in the zone. The limits of storage in containers can be set in the zones menu by using ({{k|i}}) selecting the hospital zone and then {{k|H}}.&lt;br /&gt;
&lt;br /&gt;
== Animal training ==&lt;br /&gt;
{{main|Animal trainer}}&lt;br /&gt;
:{{k|t}}&lt;br /&gt;
&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
[[ru:Activity zone]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=249215</id>
		<title>Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=249215"/>
		<updated>2019-12-16T14:39:27Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:00, 9 June 2010 (UTC)}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&lt;br /&gt;
'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see, and also the type of [[fish]] which are caught by [[fisherdwarf|fisherdwarves]]. They are below 2 kg (4 lb) in size, much smaller than [[cat]]s. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. The main distinctions between vermin and creatures are that vermin:&lt;br /&gt;
# Do not attack and cannot be engaged in [[combat]] or trigger [[trap]]s, save those specifically made to trap them;&lt;br /&gt;
# Do not usually provide [[meat]] or [[bone]]s. Exceptions are the [[creepy crawler]], which  can be butchered and the [[purring maggot]] which can be milked;&lt;br /&gt;
# Do not breed, but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]].  Some types of vermin are inexhaustible and will always be able to spawn, regardless of how many are killed or captured;&lt;br /&gt;
# Are sometimes &amp;quot;[[hateable]]&amp;quot;, meaning dwarves can have an anti-[[preference]] which gives them a negative [[thought]] when they see the hated vermin.&lt;br /&gt;
&lt;br /&gt;
Vermin can be problematic, as many types feed on [[stockpile]]s, thus making it more difficult to keep enough [[food]] and [[alcohol|drink]] to survive. Some species can even cause food to rot ''faster'' when left outside of a [[barrel]] or [[large pot]]. Vermin can be hunted by [[cat]]s and [[peregrine falcon]]s to reduce this problem, though the [[remains]] will still need to be [[Activity zone#Garbage Dump|removed]]. Cats and falcons can be [[pasture]]d at the relevant stockpiles to further reduce the problem.&lt;br /&gt;
&lt;br /&gt;
Vermin can, however, be captured in [[animal trap]]s, and can be trained as [[pet]]s. A few captured vermin can be used to produce [[extract]]s using a glass [[vial]] and the [[animal dissector]] labor. Captured [[purring maggot]]s can also be [[milk]]ed at a farmer's workshop. Vermin don't die of old age at all - if you capture one, it should last forever. &lt;br /&gt;
&lt;br /&gt;
Dwarves will eat vermin if no [[food]] source is available, resulting in an unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
*'''Tile:''' The symbol assigned to the vermin, how you will see it without a graphic set.&lt;br /&gt;
*'''Name:''' The name of the vermin as it shows up in-game.&lt;br /&gt;
*'''Playable:''' Whether the vermin is playable in any of the game modes. As of now, no vermin are playable.&lt;br /&gt;
*'''Hostile:''' Whether the vermin is hostile to the player. As of now, no vermin are hostile to dwarves.&lt;br /&gt;
*'''Food Source:''' If &amp;quot;Yes&amp;quot; then the vermin can be turned into food when processed in a [[fishery]].&lt;br /&gt;
*'''Adult Body Size:''' The average size of the vermin when an adult. This can be anywhere from 1 for a [[fly]] to 2,000 for a [[fox squirrel]]. More or less equals the creature's weight in grams.&lt;br /&gt;
*'''Pet Value:''' This is the value the vermin can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
*'''Biome:''' Where the vermin can be found.&lt;br /&gt;
*'''Features:''' Any special features the vermin possesses, these can include alignment and special properties. The value after 'Eater' indicates the vermin's [[Creature_token#PENETRATEPOWER|container penetration value]].&lt;br /&gt;
&lt;br /&gt;
==Vermin==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Acorn fly]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=20|value=0|biome=Any pool|note=Savage}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anchovy]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anole]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=10|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ant]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Axolotl]]|symbol=∙|color=5:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Tropical saltwater, brackish and freshwater lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Banded knifefish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater lakes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bark scorpion]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=3|value=0|biome=Tropical grasslands, savannas, shrublands, coniferous forests and any desert|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Not freezing, subterranean chasms|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat ray]]|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beetle]]|symbol=·|color=4:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blood gnat]]|symbol=·|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=Hateable, evil, rots food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue jay]]|symbol=∙|color=1:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brook lamprey]]|symbol=~|color=3:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate saltwater, brackish and freshwater lakes, tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brown bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brown recluse spider]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Temperate broadleaf forests|note=Hateable, produces [[web]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bumblebee]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushtit]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=5|value=30|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cap hopper]]|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cardinal]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave fish]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=1000|value=0|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave lobster]]|symbol=¥|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=600|value=0|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave spider]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=50|value=0|biome=Subterranean water and chasm|note=Hateable, produces web}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave swallow]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Subterranean chasm|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chameleon]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Any tropical forest, tropical shrublands and savannas, any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Char]]|symbol=α|color=0:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chipmunk]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Clown loach]]|symbol=α|color=6:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Clownfish]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cockatiel]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any desert, temperate grasslands|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Creepy crawler]]|symbol=*|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=20|biome=Underground chasm|note=Evil, rots food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crow]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Temperate forests, grasslands, savannas, shrublands and wetlands, taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cuttlefish]]|symbol=♂|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Damselfly]]|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Demon rat]]|symbol=∙|color=4:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Not freezing|note=Evil, Eater 3}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dragonfly]]|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fairy]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=All except pools, rivers, and underground|note=Good, [[fanciful]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire snake]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Subterranean lava|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Firefly]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flounder]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fluffy wambler]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=2000|value=20|biome=Any land|note=Good, Eater 1}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fly]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flying squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fox squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=2000|value=100|biome=Any temperate forest|note=Savage}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Glasseye]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grackle]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Temperate grasslands and savannas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grasshopper]]|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray squirrel]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green tree frog]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Temperate freshwater lakes, pools, swamps and marshes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Guppy]]|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hagfish]]|symbol=~|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hake]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hamster]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Not freezing|note=Hateable, Eater 2}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hedgehog]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=800|value=10|biome=Temperate shrublands and savannas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Herring]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Honey bee]]|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=1|biome=Not freezing|note=Usable for [[beekeeping industry]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jumping spider]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Knuckle worm]]|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=1000|value=100|biome=Not freezing|note=Evil}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Large roach]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=5|biome=Not freezing|note=Hateable, Eater 2}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leech]]|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any lake and pool|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard gecko]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=50|value=10|biome=Any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion tamarin]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=620|value=10|biome=Tropical moist broadleaf forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lizard]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Not freezing|note=Hateable, Eater 1}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lorikeet]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Tropical moist broadleaf forests, mangrove swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Louse]]|symbol=·|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lungfish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes, rivers and pools|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mackerel]]|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magpie]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Temperate grasslands, savannas and shrublands|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mantis]]|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Masked lovebird]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moghopper]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Any pool|note=Savage, only usable creature for [[fish dissector]]s}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monarch butterfly]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moon snail]]|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moth]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mussel]]|symbol=m|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean, lake and river|note=Hateable, shell source}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nautilus]]|symbol=♂|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any ocean|note=shell source}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Olm]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Oriole]]|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Temperate broadleaf forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Oyster]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=Hateable, shell source}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Parakeet]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Tropical grasslands, savannas, shrublands and forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Peach-faced lovebird]]|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=60|value=30|biome=Temperate grasslands, savannas, shrublands and broadleaf forests|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Perch]]|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Phantom spider]]|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=500|value=0|biome=Temperate and tropical forests|note=Evil, produces web}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pixie]]|symbol=·|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=10|biome=All except pools, rivers, and underground|note=Good, fanciful}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond turtle]]|symbol=☼|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any pool|note=shell source}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Purring maggot]]|symbol={|color=7:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Underground chasm|note=Hateable, produces [[milk]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rainbow trout]]|symbol=α|color=2:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rat]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Not freezing|note=Hateable, Eater 2}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red squirrel]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red-winged blackbird]]|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate salwater and freshwater marshes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sailfin molly]]|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, rivers and pools|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Salmon]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea nettle jellyfish]]|symbol=Ω|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Seahorse]]|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Shad]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skink]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Any desert, temperate and tropical|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slug]]|symbol=~|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snail]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sole]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and arctic oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sparrow]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=30|value=30|biome=Any grassland, savanna, shrubland, temperate and tropical forest, desert and wetland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spotted ratfish]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Squid]]|symbol=♂|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Steelhead trout]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Termite]]|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Thornback ray]]|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Thrips]]|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tick]]|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Toad]]|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any pool|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-legged rhino lizard]]|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1000|value=20|biome=Any land|note=Savage, Eater 2}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-spotted puffer]]|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Worm]]|symbol=~|color=7:0:0|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any temperate, any tropical, taiga|note=Hateable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wren]]|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Any grassland, savanna, shrubland, forest, desert and wetland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yellow bullhead]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: All vermin with 0 value in above table don't have the [PET_VALUE:#] tag.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bomik&lt;br /&gt;
| elvish  = nirica&lt;br /&gt;
| goblin  = otod&lt;br /&gt;
| human   = strilu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Vermin}}&lt;br /&gt;
{{Category|Vermin|0}}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Vermin]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Age&amp;diff=249214</id>
		<title>Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Age&amp;diff=249214"/>
		<updated>2019-12-16T14:39:06Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:24, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about [[creature]] age. For world generation &amp;quot;ages&amp;quot;, see [[Calendar#Ages]].''&lt;br /&gt;
&lt;br /&gt;
'''Age''' is a [[creature]] attribute describing how long the creature has been alive, including creatures born before the beginning of time in terms of [[world generation]] (year zero). Age determines the life stage of creatures and, until it is fully grown, is the most important element of the creature's body [[size]]. All creatures have an age associated with them, but in fortress mode only your own [[dwarf|dwarves]] will have observable ages in the [[thoughts and preferences]] screen. The age of a creature is probably a floating value (to account for growth throughout the year), but is displayed in the game as an integer that is ticked up every time it reaches a birthday.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The age of a creature has an important effect on its overall [[size]] and maturity. The starkest example of this in the game is the case of the [[dragon]], which is born 6,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; in size (and technically an adult) then takes a thousand years to reach its full size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. However, the vast majority of the non-sapient creatures your dwarves encounter take one year to mature to adulthood and two years to reach full size; [[elephant]]s and [[giraffe]]s are notable exceptions, as their young take ten years to mature (though they reach full size in only 5 years). Upon reaching adulthood, creatures can [[breeding|reproduce]], be [[trained]], [[milk]]ed, [[shearable|sheared]], revert to [[tame|wild]] status, and various other effects. &lt;br /&gt;
&lt;br /&gt;
In data structures, the number -1 is explicitly used to denote a lack of meaningful value - an event which happens in the year -1 happened &amp;quot;before time began&amp;quot;, and a death year of -1 just means it hasn't died yet.&lt;br /&gt;
&lt;br /&gt;
The life cycle of [[dwarves]] is slightly more complicated: juveniles ages zero to one are considered babies, and must be carried about by their mothers; between the ages of one to twelve they are considered [[children]], and can perform some limited tasks; and once they reach 12 years of age, they are considered adults. The process is the same for other [[creature#civilized|civilized]] races, the original [[animal people]], and the humanoid [[semi-megabeast]]s. &lt;br /&gt;
&lt;br /&gt;
Another aspect that is controlled by age is lifespan. Most organic creatures will eventually die of old age (including fortuitous fortress dwarves), usually within a range of 1-100 years. [[Savage|Giant]] versions of animals inherit their normally-sized brethrens' lifespans, while [[animal people]] usually have somewhat longer lifespans than their representative creatures. A few species, such as [[elf|elves]], [[goblin]]s, and some unintelligent and unnatural creatures, will live until killed. [[Megabeast]]s, the [[undead]], [[night creature]]s, and the procedurally generated [[forgotten beast]]s and [[titan]]s are similarly immortal. Immigrants may sometimes show up with incorrect ages (future birthdates) {{Bug|3945}} or incorrect life stages (4 month old children) {{Bug|3752}}.  This normally does not cause a problem, and life stages get rechecked every birthday. Note that only an intelligent civilized creature vulnerable to death by expiration will seek [[necromancer|necromancy]], which means goblins and elves never become practitioners of the dark arts.&lt;br /&gt;
&lt;br /&gt;
Age does not interfere with a creature's physical or mental [[skill]]s, attributes or behavior; a 150 year old dwarf is as capable as a 12 year old one.&lt;br /&gt;
&lt;br /&gt;
The game decides if a creature will die of old age at the beginning of every new year, on the 1st of Granite. In longer running fortresses, several animals and livestock with short life spans could die at the same time.&lt;br /&gt;
&lt;br /&gt;
== Sample list of age characteristics ==&lt;br /&gt;
{| width=100% class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; style=&amp;quot;text-align:left&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Age of Adulthood&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Age of Full Size&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Minimum Age of Death&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Maximum Age of Death&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ant]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Bat]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Antman]]&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dog]]&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Lion]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Unicorn]]&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant seal]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 15&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sponge]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Carp]]&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Ogre]]&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant]]&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 50&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Serpent man]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 60&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sperm whale]]&lt;br /&gt;
| 1&lt;br /&gt;
| 10 &lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Human]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 60&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sea serpent]]&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dwarf]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Kobold]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Troll]]&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 800&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elf]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Goblin]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dragon]]&lt;br /&gt;
| 0&lt;br /&gt;
| 1,000&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Minotaur]]&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;&amp;amp;mdash;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;99999&amp;lt;/span&amp;gt;Immortal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
The mechanics of aging are defined by [[creature token]]s within creatures' [[raw file]]s, and can easily be modified by those looking to make changes to their game.&lt;br /&gt;
*{{tt|[CHILD:#]}}: Age at which children become adults. Set to 1 for most creatures, up to 10 for a few ([[giraffe]], [[elephant]]), and is set to 12 for most sapient creatures.&lt;br /&gt;
*{{tt|[BABY:#]}}: For sapient creatures, age at which babies become [[children]]. Always set to 1.&lt;br /&gt;
*{{tt|[BODY_SIZE:#:#:#]}}: Controls the body size of the creature, typically two or more are used to constrain its growth pattern. The first number is age in years; the second additional age in days. The third number is its size in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;. The body size points are independent of the age of adulthood for the animal: many animals are adults in one year, but take two years to reach their full size, for instance.&lt;br /&gt;
*{{tt|[MAXAGE:#:#]}}: The first number given is the minimum natural lifespan of a creature, while the second is the maximum. The distribution of deaths from natural causes in between the two values is unknown, but likely linear; the moment of death-by-old-age of a creature is stored from birth. If this tag is not present at all, the creature is biologically immortal.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = anam&lt;br /&gt;
| elvish  = eyo&lt;br /&gt;
| goblin  = abo&lt;br /&gt;
| human   = thad&lt;br /&gt;
}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Age]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249213</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249213"/>
		<updated>2019-12-16T14:33:22Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:10, 22 February 2017 (UTC)}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in ''Dwarf Fortress'' first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that aren't readily available in the local area. It also allows for more freedom in selecting starting gear and skills at [[embark]], since neglected items can be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside or secure it with [[wall]]s, [[bridge]]s and other fortifications to protect caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|7:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (clear glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, and spring for elves. If your fortress was founded in spring, it is likely that only a dwarven caravan will arrive the first year. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity_token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions and z-levels each year. However, they will always arrive at a location with a wagon-navigable path to the Trade Depot when one is available (though site-bisecting features like rivers might limit them to appear on a specific side). Caravans may leave without trading if it takes too long to reach the trade depot, or if they become spooked by wildlife or corpses. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Caravans can be restricted to show up in a specific spot on the map edge, but under some circumstances they will insist on showing up on one particular side of the map. The current theory is that this is caused by rivers (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches an obstacle in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering a locked door will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Greetings from the mountainhome. Your efforts are legend there. Let us trade!&amp;quot;''&lt;br /&gt;
:''&amp;quot;Greetings from the outer lands. Your efforts are legend there. Let us trade!&amp;quot;'' (If your fort is the mountainhome.)&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
:''&amp;quot;Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade: Elven traders do not like to be offered any tree byproducts unless they are &amp;quot;grown&amp;quot;, which only elves can produce. &lt;br /&gt;
&lt;br /&gt;
Forbidden (dwarf-made) items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* Tallow [[Soap]] (made with [[lye]]), but not Plant Soap{{bug|8571}}&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass. Note that items elven caravans sell ''can'' be resold to them, as the elves know that they were made in an elf-kosher way.&lt;br /&gt;
&lt;br /&gt;
Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
:''&amp;quot;Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Modded [[civilization]]s ====&lt;br /&gt;
If you [[modding|add]] additional civilizations to the game, they may also send caravans to you.&lt;br /&gt;
&lt;br /&gt;
The following [[entity token]]s affect the appearance of the caravans:&lt;br /&gt;
&lt;br /&gt;
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals, it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.&lt;br /&gt;
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
== Nobles ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. If a caravan becomes terrified by wildlife or horrified by corpses it will turn around and flee the map. Any event resulting in the death of any merchant or pack animal will also cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan. (Presumably because you've left a witness to report what happened.)&lt;br /&gt;
&lt;br /&gt;
Overall, a given caravan visit can have a number of &amp;quot;problems&amp;quot; which will affect your relations with their civilization:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;never seen again&amp;quot; - the entire caravan was destroyed and nobody left the map.&lt;br /&gt;
&lt;br /&gt;
2. &amp;quot;suffered hardships&amp;quot; - one or more merchants were killed, but some of them survived long enough to leave the map&lt;br /&gt;
&lt;br /&gt;
3. &amp;quot;seized goods&amp;quot; - you seized goods from the caravan and they left&lt;br /&gt;
&lt;br /&gt;
4. &amp;quot;offended&amp;quot; - you tried to trade wooden items to the Elves&lt;br /&gt;
&lt;br /&gt;
5. &amp;quot;missing goods&amp;quot; - the value of the caravan's goods when they left was less than what it was when they arrived (i.e. they had a net loss)&lt;br /&gt;
&lt;br /&gt;
All of these will make the civilization unhappy, though some more than others. They take offense to both accidents and hostile acts - accidents just annoy them slightly less.  They will take offense to your actions and bring fewer goods next year. Do it too many times and they will declare war on you.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground and aboveground map edges.  If an unobstructed path through your fortress reaches a cavern edge, then blocking all overland paths will cause the merchants to depart underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface. While it requires more preparation, an elevated bridge to a map edge can also allow traders to depart in peace.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals can, however.&lt;br /&gt;
&lt;br /&gt;
If a large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Caravans become terrified/horrified very easily, abandon their wagons, and flee. {{bug|7185}}&lt;br /&gt;
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*Wagons can occasionally become &amp;quot;stuck&amp;quot; on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants MAY drop items and leave behind pack animals (Both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249212</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249212"/>
		<updated>2019-12-16T14:31:57Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:10, 22 February 2017 (UTC)}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in ''Dwarf Fortress'' first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that aren't readily available in the local area. It also allows for more freedom in selecting starting gear and skills at [[embark]], since neglected items can be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside or secure it with [[wall]]s, [[bridge]]s and other fortifications to protect caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|7:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (clear glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, and spring for elves. If your fortress was founded in spring, it is likely that only a dwarven caravan will arrive the first year. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity_token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions and z-levels each year. However, they will always arrive at a location with a wagon-navigable path to the Trade Depot when one is available (though site-bisecting features like rivers might limit them to appear on a specific side). Caravans may leave without trading if it takes too long to reach the trade depot, or if they become spooked by wildlife or corpses. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Caravans can be restricted to show up in a specific spot on the map edge, but under some circumstances they will insist on showing up on one particular side of the map. The current theory is that this is caused by rivers (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches an obstacle in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering a locked door will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Greetings from the mountainhome. Your efforts are legend there. Let us trade!&amp;quot;''&lt;br /&gt;
:''&amp;quot;Greetings from the outer lands. Your efforts are legend there. Let us trade!&amp;quot;'' (If your fort is the mountainhome.)&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
:''&amp;quot;Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade: Elven traders do not like to be offered any tree byproducts unless they are &amp;quot;grown&amp;quot;, which only elves can produce. &lt;br /&gt;
&lt;br /&gt;
Forbidden (dwarf-made) items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* Tallow [[Soap]] (made with [[lye]]), but not Plant Soap{{bug|8571}}&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass. Note that items elven caravans sell ''can'' be resold to them, as the elves know that they were made in an elf-kosher way.&lt;br /&gt;
&lt;br /&gt;
Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
:''&amp;quot;Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Modded [[civilization]]s ====&lt;br /&gt;
If you [[modding|add]] additional civilizations to the game, they may also send caravans to you.&lt;br /&gt;
&lt;br /&gt;
The following [[entity token]]s affect the appearance of the caravans:&lt;br /&gt;
&lt;br /&gt;
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals, it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.&lt;br /&gt;
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
== Nobles ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. If a caravan becomes terrified by wildlife or horrified by corpses it will turn around and flee the map. Any event resulting in the death of any merchant or pack animal will also cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan. (Presumably because you've left a witness to report what happened.)&lt;br /&gt;
&lt;br /&gt;
Overall, a given caravan visit can have a number of &amp;quot;problems&amp;quot; which will affect your relations with their civilization:&lt;br /&gt;
&lt;br /&gt;
1. &amp;quot;never seen again&amp;quot; - the entire caravan was destroyed and nobody left the map.&lt;br /&gt;
&lt;br /&gt;
2. &amp;quot;suffered hardships&amp;quot; - one or more merchants were killed, but some of them survived long enough to leave the map&lt;br /&gt;
&lt;br /&gt;
3. &amp;quot;seized goods&amp;quot; - you seized goods from the caravan and they left&lt;br /&gt;
&lt;br /&gt;
4. &amp;quot;offended&amp;quot; - you tried to trade wooden items to the Elves&lt;br /&gt;
&lt;br /&gt;
5. &amp;quot;missing goods&amp;quot; - the value of the caravan's goods when they left was less than what it was when they arrived (i.e. they had a net loss)&lt;br /&gt;
&lt;br /&gt;
All of these will make the civilization unhappy, though some more than others.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground and aboveground map edges.  If an unobstructed path through your fortress reaches a cavern edge, then blocking all overland paths will cause the merchants to depart underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface. While it requires more preparation, an elevated bridge to a map edge can also allow traders to depart in peace.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals can, however.&lt;br /&gt;
&lt;br /&gt;
If a large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Caravans become terrified/horrified very easily, abandon their wagons, and flee. {{bug|7185}}&lt;br /&gt;
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*Wagons can occasionally become &amp;quot;stuck&amp;quot; on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants MAY drop items and leave behind pack animals (Both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249211</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249211"/>
		<updated>2019-12-16T14:31:31Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:10, 22 February 2017 (UTC)}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in ''Dwarf Fortress'' first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that aren't readily available in the local area. It also allows for more freedom in selecting starting gear and skills at [[embark]], since neglected items can be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside or secure it with [[wall]]s, [[bridge]]s and other fortifications to protect caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|7:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (clear glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, and spring for elves. If your fortress was founded in spring, it is likely that only a dwarven caravan will arrive the first year. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity_token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions and z-levels each year. However, they will always arrive at a location with a wagon-navigable path to the Trade Depot when one is available (though site-bisecting features like rivers might limit them to appear on a specific side). Caravans may leave without trading if it takes too long to reach the trade depot, or if they become spooked by wildlife or corpses. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Caravans can be restricted to show up in a specific spot on the map edge, but under some circumstances they will insist on showing up on one particular side of the map. The current theory is that this is caused by rivers (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches an obstacle in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering a locked door will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Greetings from the mountainhome. Your efforts are legend there. Let us trade!&amp;quot;''&lt;br /&gt;
:''&amp;quot;Greetings from the outer lands. Your efforts are legend there. Let us trade!&amp;quot;'' (If your fort is the mountainhome.)&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
:''&amp;quot;Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade: Elven traders do not like to be offered any tree byproducts unless they are &amp;quot;grown&amp;quot;, which only elves can produce. &lt;br /&gt;
&lt;br /&gt;
Forbidden (dwarf-made) items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* Tallow [[Soap]] (made with [[lye]]), but not Plant Soap{{bug|8571}}&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass. Note that items elven caravans sell ''can'' be resold to them, as the elves know that they were made in an elf-kosher way.&lt;br /&gt;
&lt;br /&gt;
Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
:''&amp;quot;Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Modded [[civilization]]s ====&lt;br /&gt;
If you [[modding|add]] additional civilizations to the game, they may also send caravans to you.&lt;br /&gt;
&lt;br /&gt;
The following [[entity token]]s affect the appearance of the caravans:&lt;br /&gt;
&lt;br /&gt;
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals, it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.&lt;br /&gt;
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
== Nobles ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. If a caravan becomes terrified by wildlife or horrified by corpses it will turn around and flee the map. Any event resulting in the death of any merchant or pack animal will also cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan. (Presumably because you've left a witness to report what happened.)&lt;br /&gt;
&lt;br /&gt;
Overall, a given caravan visit can have a number of &amp;quot;problems&amp;quot; which will affect your relations with their civilization:&lt;br /&gt;
1. &amp;quot;never seen again&amp;quot; - the entire caravan was destroyed and nobody left the map.&lt;br /&gt;
2. &amp;quot;suffered hardships&amp;quot; - one or more merchants were killed, but some of them survived long enough to leave the map&lt;br /&gt;
3. &amp;quot;seized goods&amp;quot; - you seized goods from the caravan and they left&lt;br /&gt;
4. &amp;quot;offended&amp;quot; - you tried to trade wooden items to the Elves&lt;br /&gt;
5. &amp;quot;missing goods&amp;quot; - the value of the caravan's goods when they left was less than what it was when they arrived (i.e. they had a net loss)&lt;br /&gt;
&lt;br /&gt;
All of these will make the civilization unhappy, though some more than others.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground and aboveground map edges.  If an unobstructed path through your fortress reaches a cavern edge, then blocking all overland paths will cause the merchants to depart underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface. While it requires more preparation, an elevated bridge to a map edge can also allow traders to depart in peace.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals can, however.&lt;br /&gt;
&lt;br /&gt;
If a large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Caravans become terrified/horrified very easily, abandon their wagons, and flee. {{bug|7185}}&lt;br /&gt;
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*Wagons can occasionally become &amp;quot;stuck&amp;quot; on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants MAY drop items and leave behind pack animals (Both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=249210</id>
		<title>Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=249210"/>
		<updated>2019-12-16T14:30:38Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:12, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s, or when operating a [[screw pump|magma pump]].&lt;br /&gt;
&lt;br /&gt;
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 12000 and COLDDAM_POINT less than 12000) is considered magma-safe. &lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:&lt;br /&gt;
# You can specify a magma-safe rock for your [[mechanisms]] and other components at the workshops by highlighting a listed job and selecting {{k|d}}etail.{{version|0.42.06}}&lt;br /&gt;
# Build your mechanisms out of [[iron]] or [[steel]].&lt;br /&gt;
# Build your pump components out of iron, steel, [[glass]], or [[nether-cap]].&lt;br /&gt;
# Place a [[stockpile]] with the desired stones around your [[mechanic's workshop]] and set it to &amp;quot;Give To a Pile/Workshop&amp;quot;.&lt;br /&gt;
# Use a [[burrow]] that contains only the workshop and the desired materials.&lt;br /&gt;
# Simply ensure that the desired materials are the closest available to your worker. This does not always work, but is usually good enough if you request several jobs, hoping that at least one uses the correct material.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) needs to be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures. For instance, wooden floodgate will hold back magma indefinitely if it stays closed (it'll only catch fire once it's opened), and a wooden drawbridge will only hold back magma if it's against its outer edge (e.g. if it raises to the right, then lava flowing from the left onto the &amp;quot;center&amp;quot; of the bridge will very quickly burn it up). &lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir.  Natural (i.e. non-constructed) [[ice]] walls/floors/ramps/stairs will melt if exposed to sufficient heat.&lt;br /&gt;
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* A [[pump]] made with magma-safe material for pipes, screws and blocks is fully magma-safe, and will not melt even when submerged in magma.  Pumps containing any item that is not magma safe will be destroyed after prolonged operation.&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, [[pipe section]]s, and [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear={{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear={{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear={{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone|Notes=[[Flux]], Highest melting point of any common stone.}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive layer|Igneous intrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear={{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone|Notes=value 3, can be &amp;quot;[[obsidian farming|manufactured]]&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive layer|Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(S)'''|Notes=bright red, least dense magma-safe non-economic stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear={{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Adamantine]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|X|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Divine metal]]|Appear={{Raw Tile|X|7:0:0}} {{Raw Tile|≡|7:0}}|Temp=None|Notes=Found only in [[vault]]s}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Hematite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(V)''', All [[Igneous extrusive layer|Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Magnetite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=''12,133°U (2165°F/1185°C)''|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Wood|Matl=[[Nether-cap]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|♠|1:0:0}} {{Raw Tile|▬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Raw adamantine]]|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[adamantine]]}}&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Slade]]|Appear={{Raw Tile|░|0:0:1}} {{Raw Tile|*|0:1}}|Temp=None|Where=The depths|Notes=Intended to be unmineable}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear={{Raw Tile|ß|6:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Fire imp]]|Appear={{Raw Tile|≡|7:1}}|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Dragon]]|Appear={{Raw Tile|≡|7:1}}|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Green glass]]|Appear={{Raw Tile|X|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Clear glass]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Crystal glass]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Ash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Potash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Pearlash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
:2. '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &amp;amp;mdash; they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
:3. There are three iron ores in the game (four if you count [[Goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.&lt;br /&gt;
:4. Sphalerite has ''no'' melting point, but ''sublimates'' at {{ct|12133}}. This still qualifies as being magma-safe.&lt;br /&gt;
:5. [[Nether-cap]] logs have a fixed temperature of {{ct|10000}}, rendering them fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials| }}&lt;br /&gt;
[[Ru:Magma-safe]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249209</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=249209"/>
		<updated>2019-12-16T14:29:18Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Caravans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:10, 22 February 2017 (UTC)}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in ''Dwarf Fortress'' first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that aren't readily available in the local area. It also allows for more freedom in selecting starting gear and skills at [[embark]], since neglected items can be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside or secure it with [[wall]]s, [[bridge]]s and other fortifications to protect caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|7:1}}&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Perform the next trades with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (clear glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will accept their own &amp;quot;grown wood&amp;quot; items in trade without insult, however.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot. Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, and spring for elves. If your fortress was founded in spring, it is likely that only a dwarven caravan will arrive the first year. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity_token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions and z-levels each year. However, they will always arrive at a location with a wagon-navigable path to the Trade Depot when one is available (though site-bisecting features like rivers might limit them to appear on a specific side). Caravans may leave without trading if it takes too long to reach the trade depot, or if they become spooked by wildlife or corpses. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Caravans can be restricted to show up in a specific spot on the map edge, but under some circumstances they will insist on showing up on one particular side of the map. The current theory is that this is caused by rivers (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches an obstacle in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering a locked door will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Greetings from the mountainhome. Your efforts are legend there. Let us trade!&amp;quot;''&lt;br /&gt;
:''&amp;quot;Greetings from the outer lands. Your efforts are legend there. Let us trade!&amp;quot;'' (If your fort is the mountainhome.)&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
:''&amp;quot;Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade: Elven traders do not like to be offered any tree byproducts unless they are &amp;quot;grown&amp;quot;, which only elves can produce. &lt;br /&gt;
&lt;br /&gt;
Forbidden (dwarf-made) items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* Tallow [[Soap]] (made with [[lye]]), but not Plant Soap{{bug|8571}}&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass. Note that items elven caravans sell ''can'' be resold to them, as the elves know that they were made in an elf-kosher way.&lt;br /&gt;
&lt;br /&gt;
Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
:''&amp;quot;Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
==== Modded [[civilization]]s ====&lt;br /&gt;
If you [[modding|add]] additional civilizations to the game, they may also send caravans to you.&lt;br /&gt;
&lt;br /&gt;
The following [[entity token]]s affect the appearance of the caravans:&lt;br /&gt;
&lt;br /&gt;
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals, it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.&lt;br /&gt;
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
== Nobles ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. If a caravan becomes terrified by wildlife or horrified by corpses it will turn around and flee the map. Any event resulting in the death of any merchant or pack animal will also cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan. (Presumably because you've left a witness to report what happened.)&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground and aboveground map edges.  If an unobstructed path through your fortress reaches a cavern edge, then blocking all overland paths will cause the merchants to depart underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface. While it requires more preparation, an elevated bridge to a map edge can also allow traders to depart in peace.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals can, however.&lt;br /&gt;
&lt;br /&gt;
If a large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Caravans become terrified/horrified very easily, abandon their wagons, and flee. {{bug|7185}}&lt;br /&gt;
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*Wagons can occasionally become &amp;quot;stuck&amp;quot; on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants MAY drop items and leave behind pack animals (Both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Raw_file&amp;diff=249208</id>
		<title>Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Raw_file&amp;diff=249208"/>
		<updated>2019-12-16T14:28:41Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Parsing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:10, 29 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Raw files''' are text files found in the '''raw/objects/''' subdirectory of ''Dwarf Fortress'' (used for [[world generation]]), as well as inside the [[saved game folder]] ('''data/save/&amp;amp;lt;region name&amp;amp;gt;/raw/objects/''') for already generated worlds. These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves.  They are sometimes referred to by players as just &amp;quot;the raws&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The '''raw/graphics''' subfolder of ''Dwarf Fortress'' is used to store user-customizable [[graphics set repository|graphics sets]]. The '''raw/interaction examples''' folder contains examples useful for modding but completely ignored by ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is not an open-source program, so most [[modding]] of the game is limited to altering the raws or [[memory hacking]].&lt;br /&gt;
&lt;br /&gt;
Duplicating the raw files can cause strange, difficult-to-diagnose problems, and even crashes in some cases.&lt;br /&gt;
&lt;br /&gt;
==Syntax of raw files==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TYPE]&lt;br /&gt;
 &lt;br /&gt;
 [TYPE:ID] &lt;br /&gt;
 &amp;lt;...contents...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ID is a unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).&lt;br /&gt;
&lt;br /&gt;
===Types of content===&lt;br /&gt;
*BODY &amp;amp;mdash; body parts and structures.&lt;br /&gt;
*BODY_DETAIL_PLAN &amp;amp;mdash; similar to CREATURE_VARIATION, but used for defining tokens related to body parts (specifically materials, tissues, the assignment thereof, and body part positions, relative sizes, etc.)&lt;br /&gt;
*BUILDING &amp;amp;mdash; custom workshops and smelters.&lt;br /&gt;
*CREATURE &amp;amp;mdash; [[creature]]s.&lt;br /&gt;
*CREATURE_VARIATION &amp;amp;mdash; variations that can be applied to creatures (e.g., making them giants, or anthropomorphic). Technically a series of tokens that are added to or removed from the creature (essentially a set of templated changes).&lt;br /&gt;
*DESCRIPTOR_COLOR (tag is COLOR) &amp;amp;mdash; named colors for use with DESCRIPTOR_PATTERN objects (other purposes unknown)&lt;br /&gt;
*DESCRIPTOR_PATTERN (tag is COLOR_PATTERN) &amp;amp;mdash; patterns with color combinations for use with creatures.&lt;br /&gt;
*DESCRIPTOR_SHAPE (tag is SHAPE) &amp;amp;mdash; shapes with descriptions and variations. These are used for engravings.&lt;br /&gt;
*ENTITY &amp;amp;mdash; civilization types, with assigned race, language, culture, ethics, and social structure.&lt;br /&gt;
*GRAPHICS &amp;amp;mdash; graphic tiles for creatures. These are not found inside the raw/objects folder.&lt;br /&gt;
*INTERACTION &amp;amp;mdash; interaction definitions.&lt;br /&gt;
*INORGANIC &amp;amp;mdash; inorganic material definitions.&lt;br /&gt;
*ITEM &amp;amp;mdash; items ranging from ammunition to food types, has secondary types for the purposes of [TYPE:ID].&lt;br /&gt;
**ITEM_AMMO &amp;amp;mdash; ammunition for ranged weapons.&lt;br /&gt;
**ITEM_ARMOR &amp;amp;mdash; body clothing, including armor.&lt;br /&gt;
**ITEM_FOOD &amp;amp;mdash; prepared food definitions.&lt;br /&gt;
**ITEM_GLOVES &amp;amp;mdash; hand clothing, including armor.&lt;br /&gt;
**ITEM_HELM &amp;amp;mdash; head clothing, including armor.&lt;br /&gt;
**ITEM_INSTRUMENT &amp;amp;mdash; instrument definitions.&lt;br /&gt;
**ITEM_PANTS &amp;amp;mdash; lower body clothing, including armor.&lt;br /&gt;
**ITEM_SHIELD &amp;amp;mdash; shields.&lt;br /&gt;
**ITEM_SHOES &amp;amp;mdash; foot clothing, including armor.&lt;br /&gt;
**ITEM_SIEGEAMMO &amp;amp;mdash; ammunition for siege weapons that [[ballista]]e fire.&lt;br /&gt;
**ITEM_TOOL &amp;amp;mdash; multi-purpose items that can serve as a [[weapon]], food storage container, etc.&lt;br /&gt;
**ITEM_TOY &amp;amp;mdash; toy definitions.&lt;br /&gt;
**ITEM_TRAPCOMP &amp;amp;mdash; components that can be used in weapon traps (two special tags define trapcomps that can be used in other constructions: IS_SCREW and IS_SPIKE).&lt;br /&gt;
**ITEM_WEAPON &amp;amp;mdash; weapons that are used by soldiers, as well as digging tools.&lt;br /&gt;
*LANGUAGE &amp;amp;mdash; word definitions for the languages used by ENTITY objects.&lt;br /&gt;
**Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences.&lt;br /&gt;
**Entries beginning with [WORD:ID] define words and their alternate forms (in English).&lt;br /&gt;
*MATERIAL_TEMPLATE &amp;amp;mdash; definitions of information common to groups of materials (referenced all over the place).&lt;br /&gt;
*PLANT &amp;amp;mdash; definitions of plants, their materials, and their derivatives.&lt;br /&gt;
*REACTION &amp;amp;mdash; reactions/custom workshop jobs (turn items into other items through dwarven or adventurer effort).&lt;br /&gt;
*TISSUE_TEMPLATE &amp;amp;mdash; defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures.&lt;br /&gt;
&lt;br /&gt;
Usually empty lines are used to divide different types of structures like the file name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
&lt;br /&gt;
When a world is generated, the raw files are copied from &amp;lt;game folder&amp;gt;/raw/ to &amp;lt;game folder&amp;gt;/data/save/REGION/raw/. It is currently unknown how much these can then be changed without breaking the save.&lt;br /&gt;
&lt;br /&gt;
A list of tokens can be seen at [[:Category:Tokens]].&lt;br /&gt;
&lt;br /&gt;
== Parsing ==&lt;br /&gt;
The order that ''Dwarf Fortress'' parses raw files in is determined by the first line of the raw file (''not'' necessarily the filename). This parsing order is important for certain tags such as [COPY_TAGS_FROM], but not for most other tags. &lt;br /&gt;
&lt;br /&gt;
The names of raw files are completely irrelevant - when you create a new creature, you can put it in any file you want (or even in a brand new file) and the game won't behave any differently. You can even rename all of the existing raw files and the game still won't care as long (as you generate a new world first, of course). &lt;br /&gt;
&lt;br /&gt;
The load order (recorded by logging DF 0.44.09 file activity in Windows 10) follows the following pattern:&lt;br /&gt;
&lt;br /&gt;
 language_*&lt;br /&gt;
 descriptor_shape_*&lt;br /&gt;
 descriptor_color_*&lt;br /&gt;
 descriptor_pattern_*&lt;br /&gt;
 material_template_*&lt;br /&gt;
 inorganic_*&lt;br /&gt;
 plant_*&lt;br /&gt;
 tissue_template_*&lt;br /&gt;
 item_*&lt;br /&gt;
 building_*&lt;br /&gt;
 b_detail_plan_*&lt;br /&gt;
 body_*&lt;br /&gt;
 c_variation_*&lt;br /&gt;
 creature_*&lt;br /&gt;
 entity_*&lt;br /&gt;
 reaction_*&lt;br /&gt;
 interaction_*&lt;br /&gt;
&lt;br /&gt;
Therefore, vanilla DF 0.44.09 loads RAW files in the following order:&lt;br /&gt;
&lt;br /&gt;
 language_DWARF.txt&lt;br /&gt;
 language_ELF.txt&lt;br /&gt;
 language_GOBLIN.txt&lt;br /&gt;
 language_HUMAN.txt&lt;br /&gt;
 language_SYM.txt&lt;br /&gt;
 language_words.txt&lt;br /&gt;
 descriptor_shape_standard.txt&lt;br /&gt;
 descriptor_color_standard.txt&lt;br /&gt;
 descriptor_pattern_iris_eye.txt&lt;br /&gt;
 descriptor_pattern_pupil_eye.txt&lt;br /&gt;
 descriptor_pattern_special.txt&lt;br /&gt;
 material_template_default.txt&lt;br /&gt;
 inorganic_metal.txt&lt;br /&gt;
 inorganic_other.txt&lt;br /&gt;
 inorganic_stone_gem.txt&lt;br /&gt;
 inorganic_stone_layer.txt&lt;br /&gt;
 inorganic_stone_mineral.txt&lt;br /&gt;
 inorganic_stone_soil.txt&lt;br /&gt;
 plant_crops.txt&lt;br /&gt;
 plant_garden.txt&lt;br /&gt;
 plant_grasses.txt&lt;br /&gt;
 plant_new_trees.txt&lt;br /&gt;
 plant_standard.txt&lt;br /&gt;
 tissue_template_default.txt&lt;br /&gt;
 item_ammo.txt&lt;br /&gt;
 item_armor.txt&lt;br /&gt;
 item_food.txt&lt;br /&gt;
 item_gloves.txt&lt;br /&gt;
 item_helm.txt&lt;br /&gt;
 item_pants.txt&lt;br /&gt;
 item_shield.txt&lt;br /&gt;
 item_shoes.txt&lt;br /&gt;
 item_siegeammo.txt&lt;br /&gt;
 item_tool.txt&lt;br /&gt;
 item_toy.txt&lt;br /&gt;
 item_trapcomp.txt&lt;br /&gt;
 item_weapon.txt&lt;br /&gt;
 building_custom.txt&lt;br /&gt;
 b_detail_plan_default.txt&lt;br /&gt;
 body_default.txt&lt;br /&gt;
 body_rcp.txt&lt;br /&gt;
 c_variation_default.txt&lt;br /&gt;
 creature_amphibians.txt&lt;br /&gt;
 creature_annelids.txt&lt;br /&gt;
 creature_birds.txt&lt;br /&gt;
 creature_birds_new.txt&lt;br /&gt;
 creature_bug_slug_new.txt&lt;br /&gt;
 creature_desert_new.txt&lt;br /&gt;
 creature_domestic.txt&lt;br /&gt;
 creature_equipment.txt&lt;br /&gt;
 creature_fanciful.txt&lt;br /&gt;
 creature_insects.txt&lt;br /&gt;
 creature_large_mountain.txt&lt;br /&gt;
 creature_large_ocean.txt&lt;br /&gt;
 creature_large_riverlake.txt&lt;br /&gt;
 creature_large_temperate.txt&lt;br /&gt;
 creature_large_tropical.txt&lt;br /&gt;
 creature_large_tundra.txt&lt;br /&gt;
 creature_mountain_new.txt&lt;br /&gt;
 creature_next_underground.txt&lt;br /&gt;
 creature_ocean_new.txt&lt;br /&gt;
 creature_other.txt&lt;br /&gt;
 creature_reptiles.txt&lt;br /&gt;
 creature_riverlakepool_new.txt&lt;br /&gt;
 creature_small_mammals.txt&lt;br /&gt;
 creature_small_mammal_new.txt&lt;br /&gt;
 creature_small_ocean.txt&lt;br /&gt;
 creature_small_riverlake.txt&lt;br /&gt;
 creature_standard.txt&lt;br /&gt;
 creature_subterranean.txt&lt;br /&gt;
 creature_temperate_new.txt&lt;br /&gt;
 creature_tropical_new.txt&lt;br /&gt;
 creature_tundra_taiga_new.txt&lt;br /&gt;
 entity_default.txt&lt;br /&gt;
 reaction_adv_carpenter.txt&lt;br /&gt;
 reaction_other.txt&lt;br /&gt;
 reaction_smelter.txt&lt;br /&gt;
 interaction_standard.txt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Files]]&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:Raw file]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Megabeast&amp;diff=249207</id>
		<title>Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Megabeast&amp;diff=249207"/>
		<updated>2019-12-16T14:26:27Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:06, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
'''Megabeasts''' are special and very powerful 'boss' [[creature]]s who are created during [[world generation]], each associated with a number of [[sphere]]s. They are named [[historical figure]]s, and the game will [[announcement|announce]] their presence by name. They are distinct from, and larger than, [[semi-megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
The megabeast species are the [[dragon]], the [[hydra]], the [[roc]] and the [[bronze colossus]]. [[Forgotten beast]]s and [[titan]]s are procedurally generated megabeasts.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Megabeast.jpg|thumb|320px|right|''Art by Joujeen'']]Megabeasts are created systematically during world generation. Newly generated worlds are populated by initial populations of historical figures, megabeasts among them. The amount of megabeasts created at world generation is random, but based on two factors: the size of the world (&amp;quot;World Size&amp;quot;), and their prevalence (&amp;quot;Number of Beasts&amp;quot;). Megabeasts' presence (or lack thereof) is a major factor in world history. Over time, they will accumulate long [[kill list]]s, and the baddest of the bunch will acquire nicknames and [[deity|god]]-like associations with their spheres.&lt;br /&gt;
&lt;br /&gt;
Megabeasts are a distinct and serious threat to early development, threatening many a young outpost; but, inevitably, as the world matures, populations rise, and new settlements are founded, they become increasingly harassed. Although megabeasts will come out on top of almost any encounter, enough dice rolls and they ''will'' go down, felled by a lucky human or other sapient creature clearing the way for their fellows. The longer the world history, the more megabeasts are confronted and killed off, and the safer the world becomes for [[civilization]]. In most worlds, calendar [[Calendar#Ages|ages]] go through three stages, the Age of Myth, the Age of Legends, and the Age of Heroes, each with a progressively higher percentage of megabeasts killed.&lt;br /&gt;
&lt;br /&gt;
Some megabeasts (namely, all but the bronze colossus and procedurally generated ones) can reproduce during world generation, but such an event is fantastically unlikely, for two reasons: The first is that megabeasts are immensely rare and elusive, and almost never bump into one another. The second is that the starting population of megabeasts is also their population cap, meaning that other megabeasts must die before new ones can be born. Megabeasts will reproduce within players' fortresses if they are lucky enough to [[cage trap|cage]] and [[animal training|train]] two specimens of opposite sexes.&lt;br /&gt;
&lt;br /&gt;
In world generation, all megabeasts claim and live in a [[lair]], a hunting (or, perhaps, ''haunting'') ground from which they will attack other creatures, both wildlife and civilized settlements. A megabeast sharing its lair with another megabeast of the other gender is also far more likely to reproduce than if the two had been wandering the world. Lairs can and do change, however, sometimes regularly, and older megabeasts have called many a place their home. Also, megabeasts have been found fighting each other, leading to hilarious reports of fireballs and [[cave in]]s.&lt;br /&gt;
&lt;br /&gt;
Megabeasts will not attack the player until they have accumulated a minimum wealth of 100,000☼ or a minimum population of 80 dwarves. What megabeasts appear, if any do at all, is influenced by which ones are closest to the player; a dragon with a lair nearby is far more likely to attack than a roc several weeks away. Nonetheless, force-quitting and loading a fortress from a few days before a megabeast attack may result in a different one arriving on the same day, or later, or nothing arriving at all, depending on what has survived world generation.&lt;br /&gt;
&lt;br /&gt;
Megabeast and night creature attacks are handled the same way as caravan/diplomat visits and migrant waves - at the beginning of the season, the game decides that it's going to happen and sets a timer, and the event happens once the timer runs out.&lt;br /&gt;
&lt;br /&gt;
Notably, megabeast and night creature events simply choose a random &amp;quot;eligible&amp;quot; (i.e. able to survive in your fortress's biome) creature from anywhere in the world and make it instantly appear at your doorstep.&lt;br /&gt;
&lt;br /&gt;
After an attack on a settlement in worldgen, megabeasts tend to be worshipped by [[dwarves]], most likely out of fear and the hope that worshiping the megabeast may persuade it to not eat its worshippers (this currently does not work at all). The megabeast is listed as ''object of worship'' on the dwarves' [[relationship]] screen. This does not change your dwarves' behaviour when confronted with an object of worship, nor the megabeast's behaviour when bumping into its worshippers.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{catbox|DF2014:Megabeasts}}&lt;br /&gt;
*[[Creature]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Roc]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts| }}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Well&amp;diff=249206</id>
		<title>Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Well&amp;diff=249206"/>
		<updated>2019-12-16T14:14:09Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|02:43, 10 May 2012 (UTC)}}{{Building|name=Well|key=l&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Bucket]] (lye/milk-free)&lt;br /&gt;
* [[Chain]] or [[Rope]]&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
1 of&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Provide clean [[water]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|a more advanced look at wells|[[Well guide]]}}&lt;br /&gt;
:''It is recommended to read the entirety of this article first.''&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are [[building]]s that provide access to a [[water]] source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to rivers, pools and cavern lakes. However, getting water from a well will neither clean nor desalinate it, so you still should make sure that the well has access to clean water.&lt;br /&gt;
&lt;br /&gt;
Wells provide an emergency drinking source in case the [[alcohol]] runs out (don't let that happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Enemies that can swim can and will path into your fort through a well. [[Grate]]s can block underwater threats, but be warned: they can not stop [[building destroyer]]s which approach from below.&lt;br /&gt;
&lt;br /&gt;
A well constructed above-ground, even indoors, will not prevent the water tile beneath it from freezing. When this happens, the &amp;quot;empty space&amp;quot; requirement for the well is no longer met as the space is occupied by the ice, and the well will be dismantled into its original components (Prevent this by placing it one Z-level above the water source if it freezes).  Furthermore, if the well is built in a layer with a [[temperature]] below the freezing point – that is, an ice layer in a glacier – the water will freeze ''within'' the well-bucket, and the well itself will become unusable, showing a &amp;quot;bucket full&amp;quot; message.  To prevent this, build the well and the hospital in the earth layers below the ice.  Dump the ice inside the bucket to recover it.&lt;br /&gt;
&lt;br /&gt;
Using the well (10 times) will take a small amount of water from the water tile below ([[water depth|1/7]] from that one tile), so it will eventually dry up if not replenished. A well can be defined as a [[Meeting_hall|meeting hall]] with the {{K|q}} key. Un-defining the meeting area will break up any groups that are currently formed around a well, and it can immediately be re-defined if you wish.&lt;br /&gt;
&lt;br /&gt;
Using a well provides that dwarf with a happy [[thought]], especially if you make the well with high-value [[chain]]/[[rope]], [[bucket]], [[block]] and [[mechanism]], and/or the [[building designer]] produces a high quality result. Drinking [[Water#Stagnant_water|stagnant water]] from a well will still lead to a bad thought, and will lead to [[Health care#Infection|infection]] if used to clean a [[wound]]. If the floor of your water source is covered by a pile of [[mud]] (like the floor of underground pools in [[cavern]]s) then the water drawn out will be 'water laced with mud' unless there are two [[z-level]]s of water in it. Badly [[wound]]ed dwarves will drink only water while recuperating, never booze, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up.  Ensure you have enough buckets as well, as injured dwarves will not go to the well themselves even if it is next to their hospital bed, but require someone to bring them water in a bucket. If a well is full enough and the water is only one z-level down, the tile can also be used for fishing. When you fish &amp;quot;from a well&amp;quot;, you aren't actually fishing from the well itself - you're just fishing from the tile of water beneath it, which means that the well needs to be filled all the way to the top. &lt;br /&gt;
&lt;br /&gt;
Dwarves will also use the well to wash themselves.  This means that a well (and [[soap]]) are vital for removing [[contaminant]]s such as blood, [[syndrome|poison]], etc. from your dwarves. &lt;br /&gt;
&lt;br /&gt;
==Building a well==&lt;br /&gt;
When constructing a well, it is important to consider placement, safety, the source of the water, and any water [[pressure]] to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) [[well guide]].&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway straight down to their water source. That source can be an artificial channel, an [[aquifer]], a [[river]], a [[lake]], or an artificial [[reservoir]], so long as it has water in it that's at least [[water depth|3/7 deep]].  [[Brook]]s can be used, but you must first [[channel]] off the [[floor|surface]] of the brook to allow the bucket to dip into the water.  The water can be any distance directly below the well, but it will take a while for the bucket to go down and back up on long distances.  If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter. [[Image:Well illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a well you will need the following components:&lt;br /&gt;
:* 1 [[block]]&lt;br /&gt;
:* 1 [[bucket]] &lt;br /&gt;
:* 1 [[chain]] or 1 [[rope]]&lt;br /&gt;
:* 1 [[mechanism]] &lt;br /&gt;
:* an 'open space' or 'downward slope' tile (usually channeled by you) to place the well on  &lt;br /&gt;
&lt;br /&gt;
To place a well, press the {{k|b}}, {{k|l}} keys.  That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles; there does not need to be water underneath a well for it to be built, only for it to be active.&lt;br /&gt;
&lt;br /&gt;
It requires a dwarf with the [[architecture]] [[labor]] designated to design, and then a [[mason]]/[[carpenter]]/[[metalsmith]] to finish the construction.  Because it's designed, high-value materials can be multiplied by a high-quality effort in either or both of the steps involved, resulting in an extremely valuable piece of architecture for your fortress. The dwarves will describe a very nice well as &amp;quot;truly sublime&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
High-value mechanisms can be created at a [[forge]] from weapon-grade metals, the most valuable being [[steel]], [[iron]] and [[silver]]. Alternatively, you can make rock mechanisms with some [[native gold|gold]] or [[native platinum|platinum nuggets]] using the {{k|d}}etail function at a mechanic's workshop.&lt;br /&gt;
&lt;br /&gt;
If a well is working properly, meaning it has direct access to water, it will display &amp;quot;active&amp;quot; when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display &amp;quot;dry&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While in use by a dwarf, you can see the well's rope and bucket travel across z-levels. Although interesting, if your water source is very deep, it may take a while for a single dwarf to obtain water. This becomes especially annoying if you do not have a steady booze supply, as thirsty dwarves will swarm the well awaiting their turn.&lt;br /&gt;
&lt;br /&gt;
It is possible to build wells directly above one another, and they will still function if there is water below. They will not obstruct one another, as they are not impassable structures. [[Hatch]]es, floor [[bars]] and floor [[grate]]s will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a [[lever]]. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. '''Wells cannot function through a stairwell'''. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.&lt;br /&gt;
&lt;br /&gt;
A well is essentially a hole in the floor, so dwarves can fall through it under the right circumstances. Using a well is safe, while fighting or flooding near a well may not be. Any dwarves who fall through may escape drowning if the water source includes an escape route.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
When removing a well, the components will generally be scattered around the channeled tile, not fall down into the well. One exception is when the bucket is stuck somewhere on the way down which probably happens when a water hauling job is interrupted by a hostile creature. In this case the bucket will drop down into the water source, but the rope, block and mechanism are saved.&lt;br /&gt;
&lt;br /&gt;
In an area where ice forms, a well placed directly over water that freezes will be automatically deconstructed to its original parts. When the ice melts, the parts may be lost. One solution is to leave at least one tile of empty space between your well and any outdoor water sources.&lt;br /&gt;
&lt;br /&gt;
[[File:stone_well.png|thumb|240px|center|3D model of a stone well.&amp;lt;br /&amp;gt;''Model by CamJoh'']]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fire_snake&amp;diff=249205</id>
		<title>Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fire_snake&amp;diff=249205"/>
		<updated>2019-12-16T14:07:57Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:22, 10 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fire snakes''' are [[fire-safe|fire-proof]] [[vermin]] made entirely out of [[fire]]. They spawn only around [[magma]] sites, which are defined as the original [[biome|biomes]], and don't include any [[channel|channels]] that carry magma away from magma pipes or magma pools. They may start fires, so locating [[fuel]] or [[graphite]] [[stockpile|stockpiles]] near magma (or passages leading to magma) is risky. They will also inspire an unhappy [[thought]] if a [[dwarf]] that [[Hateable|hates]] them encounters one.&lt;br /&gt;
&lt;br /&gt;
With a body temperature of {{ct|14000}}, a fire snake is hotter than magma and hotter than the melting point of nearly all [[magma-safe]] materials. It can melt or burn its way out of nearly any [[animal trap]] (even [[nether-cap]], though the trap remains unharmed), with the exception of [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
Although fire snakes spawn near magma, a dwarf on trapping duty can unwittingly transport a fire snake to an animal stockpile elsewhere in your fortress. Once set down by the [[trapper]], a fire snake's high temperature can destroy the animal trap that holds it. Once free, a fire snake can cause all sorts of [[fun]] with your loose objects, including the destruction of [[Item quality|masterworks]], leading to unhappy thoughts on their creators. And it can destroy [[cage]]s, releasing any creatures held therein.&lt;br /&gt;
&lt;br /&gt;
As vermin, fire snakes don't &amp;quot;spit&amp;quot; any sort of fire - the only thing they do is destroy wooden items that they 'step' on.&lt;br /&gt;
&lt;br /&gt;
[[Liquid fire]] is a valuable [[extracts|extract]] derived from captured fire snakes.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] fire snakes for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
[[File:fire_snake.png|thumb|260px|center|Who needs venom?&amp;lt;br /&amp;gt;''Art by CaptainPuffin'']]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ziril therleth | elvish = inira imaza | goblin = zedan slorust | human = usmok rosha}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;br /&gt;
{{category|Fire immune}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Construction&amp;diff=249204</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Construction&amp;diff=249204"/>
		<updated>2019-12-16T14:05:23Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:48, 28 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Further information|Mega construction}}&lt;br /&gt;
&lt;br /&gt;
'''Constructions''' are buildings such as [[floor]]s, [[wall]]s, and [[stairs]]. They can be made of [[boulder]]s, [[log]]s, [[block]]s, and [[bar]]s of any solid material—including [[wood]], [[stone]], [[metal]], [[glass]], [[clay]], and even [[soap]]—and are accessible in the {{k|b}}uild-{{k|C}}onstruction menu. One exception is the [[Minecart|track stop]], found in the construction submenu even though it is a regular [[building]].&lt;br /&gt;
&lt;br /&gt;
Unlike most objects accessed from the {{k|b}}uild menu, constructions are treated as inert terrain features when completed, with a few limitations as described below.  Additionally, constructions can only be interacted with by loo{{k|k}}-ing at them or by pressing {{k|d}}-{{k|n}} to designate their removal. Using the {{k|q}}uery or {{k|t}}ask selection will give no information after the construction is completed, but will allow [[removal]], suspension, and an idea of the current status before the construction is complete.&lt;br /&gt;
&lt;br /&gt;
== Required labors ==&lt;br /&gt;
&lt;br /&gt;
In order to make a construction, a dwarf must have the &amp;quot;Wall/Floor Construction&amp;quot; [[labor]] enabled, found under the &amp;quot;Other Jobs&amp;quot; heading.&lt;br /&gt;
&lt;br /&gt;
The [[construction removal]] labor is required for removing constructions.&lt;br /&gt;
&lt;br /&gt;
No experience is granted when building or removing constructions.&lt;br /&gt;
&lt;br /&gt;
== Constructions and mines ==&lt;br /&gt;
&lt;br /&gt;
Constructions are similar to [[Mining|mined out formations]]. However, unlike the [[wall]]s and [[floor]]s surrounding [[Mining|mined]] or [[channel]]ed spaces, constructed features cannot be smoothed, engraved, or carved into minecart tracks. In order to construct [[smoothing|smooth]] stone [[wall]]s and [[floor]]s, [[block]]s need to be used in place of raw [[stone]]. [[Wood]], [[metal]], and [[glass]] constructions are not considered either rough or smooth, but in the case of wood, building with [[block]]s will increase room value - [[metal]] [[bar]]s have the same value as metal blocks and are thus interchangeable (though blocks may be preferred to simplify resource tracking), and glass can ''only'' be used in block form.&lt;br /&gt;
&lt;br /&gt;
== Order of construction ==&lt;br /&gt;
&lt;br /&gt;
Constructions are built in a Last-In-First-Out (LIFO) order. That means that whichever constructions are ordered first will be built last. Also, if there is a large group of constructions being built, and a new set of constructions is ordered, the constructions in progress will be ignored until the new constructions are finished. &lt;br /&gt;
&lt;br /&gt;
Respecting the LIFO order is also necessary to efficiently and correctly construct [[Tower (project)|multi-z-level walls]].&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
Constructions which have not yet been completed are technically Buildings, which permits them to be toppled by building destroyers. Once they are completed, they become map tiles, which are effectively indestructible. Constructions are generally inert, resisting [[building destroyer]]s, but will be destroyed if [[magma]] and [[water]] can interact in the square of the construction to form [[obsidian]], or in a [[cave-in]].  Building and removing a construction can change the floor it is built upon to a default value, removing things like [[engraving]]s and the &amp;quot;magma flow&amp;quot; floor above [[semi-molten rock]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions| }}&lt;br /&gt;
[[ru:Construction]]&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temperature&amp;diff=249203</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temperature&amp;diff=249203"/>
		<updated>2019-12-16T14:01:33Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Material values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:56, 12 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
''For temperature as it relates to choosing an embarkation site, see [[Climate]].''&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Temperatures in ''Dwarf Fortress'' are measured in the game's own, unnamed temperature scale, since termed &amp;quot;Degrees [[Main:Urist|Urist]]&amp;quot; by the community. Temperatures in ''Dwarf Fortress'' are stored as sixteen-bit unsigned integers, which translates into a minimum value of 0&amp;amp;nbsp;°U and a technical maximum of 65535&amp;amp;nbsp;°U (2&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;-1), although this is internally limited to 60000&amp;amp;nbsp;°U, as 60001&amp;amp;nbsp;°U is used for temperatures which have been set to {{tt|NONE}}. Floating point values are not considered, and when they appear any decimals are either sheared off or rounded away by the game. Urists are scaled logically against the Fahrenheit scale, so conversions are simple, if non-intuitive:&lt;br /&gt;
&lt;br /&gt;
:{{tt|[URIST]}} = {{tt|[FAHRENHEIT]}} + 9968&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[CELSIUS]}} * 9/5 + 10000&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[KELVIN]}} * 9/5 + 9508.33&lt;br /&gt;
::::&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;{{tt|[RANKINE]}} + 9508.33&lt;br /&gt;
&lt;br /&gt;
Some reference numbers:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit (°F)&lt;br /&gt;
! Celsius (°C)&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine (°R)&lt;br /&gt;
|-&lt;br /&gt;
| [[#Boiling point|Boiling point of water]]&lt;br /&gt;
| 10180&lt;br /&gt;
| 212°F&lt;br /&gt;
| 100°C&lt;br /&gt;
| 373.15K&lt;br /&gt;
| 671.67°R&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#H|Human body temperature]]&lt;br /&gt;
| 10067*&lt;br /&gt;
| 98.6°F&lt;br /&gt;
| 37°C&lt;br /&gt;
| 310.15K&lt;br /&gt;
| 558.27°R&lt;br /&gt;
|-&lt;br /&gt;
| [[Water#Freezing point|Freezing point of water]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 32°F&lt;br /&gt;
| 0°C&lt;br /&gt;
| 273.15K&lt;br /&gt;
| 491.67°R&lt;br /&gt;
|-&lt;br /&gt;
| [[wikipedia:Ethanol (data page)|Freezing point of ≈89% ABV]]&lt;br /&gt;
| 9850&lt;br /&gt;
| −118°F&lt;br /&gt;
| −83.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;°C&lt;br /&gt;
| 189.81&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;K&lt;br /&gt;
| 341.67°R&lt;br /&gt;
|-&lt;br /&gt;
| [[wikipedia:Absolute zero|Absolute zero]]&lt;br /&gt;
| 9508*&lt;br /&gt;
| −459.67°F&lt;br /&gt;
| −273.15°C&lt;br /&gt;
| 0K&lt;br /&gt;
| 0°R&lt;br /&gt;
|-&lt;br /&gt;
| Zero degrees Urist&lt;br /&gt;
| 0&lt;br /&gt;
| −9968°F&lt;br /&gt;
| −5555.&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;°C&lt;br /&gt;
| −5282.40&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt;K&lt;br /&gt;
| −9508.33°R&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;＊&amp;lt;/sup&amp;gt;Values designated with ''round'' have been rounded internally to avoid decimals: for instance, the human body temperature is technically 10066.6, but has been rounded up to {{ct|10067}} in the [[raw file|raws]]. Also interesting is the fact that temperatures in ''Dwarf Fortress'' can go ''far, far'' below absolute zero, which is physically impossible; considering ''Dwarf Fortress'' also allows [[water wheel#Perpetual motion|perpetual motion]], sometimes it's best not to ask questions.&lt;br /&gt;
&lt;br /&gt;
Values with an &amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;overline&amp;lt;/span&amp;gt; are truncated values with ending numbers that go on indefinitely, so a value of 45.73&amp;lt;span style=&amp;quot;text-decoration:overline&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt; is technically 45.738888888888- with the 8's going on indefinitely.&lt;br /&gt;
&lt;br /&gt;
{{Urist asks|q=I'm a modder who needs to work with temperature conversions all the time. Is there any tool I can use to lessen the amount of work involved?|a=Temperature conversions are usually only useful when [[modding]], and can be annoying to do manually; luckily a simple {{dffd|4028|temperature conversion utility}} has been created for those who find themselves having to convert a lot of temperatures to and/or from degrees Urist often.}}&lt;br /&gt;
&lt;br /&gt;
Examples of some temperatures encountered in ''Dwarf Fortress'', the most important ones in bold:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol freezes&lt;br /&gt;
| {{ct|09850}}&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;border-bottom: 1px #0000CC dotted;cursor:help;&amp;quot; title=&amp;quot;Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing them.&amp;quot;&amp;gt;Lowest survivable temperature&amp;lt;/span&amp;gt;'''&lt;br /&gt;
| '''{{ct|09900}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Outside, freezing climate (varies)&lt;br /&gt;
| {{ct|09960}}&lt;br /&gt;
|-&lt;br /&gt;
| Underground, glacier ice&lt;br /&gt;
| {{ct|09990}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Water freezes'''&lt;br /&gt;
| '''{{ct|10000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;border-bottom: 1px #0000CC dotted;cursor:help;&amp;quot; title=&amp;quot;Nether-cap temperatures are fixed to 10000 degrees Urist, regardless of the surrounding environment.&amp;quot;&amp;gt;Nether-cap&amp;lt;/span&amp;gt;&lt;br /&gt;
| {{ct|10000}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| '''{{ct|10015}}'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature token#H|Dwarf/human homeotherm]]&lt;br /&gt;
| {{ct|10067}}&lt;br /&gt;
|-&lt;br /&gt;
| Tiles next to [[magma]] ([[warm stone]])&lt;br /&gt;
| {{ct|10075}}&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;lt;span style=&amp;quot;border-bottom: 1px #0000CC dotted;cursor:help;&amp;quot; title=&amp;quot;Above this temperature fat, present on all all organic creatures, will start to melt (turning into grease), eventually killing them.&amp;quot;&amp;gt;Highest survivable temperature&amp;lt;/span&amp;gt;'''&lt;br /&gt;
| '''{{ct|10078}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Outside, [[Climate#Scorching|scorching climate]] (varies)&lt;br /&gt;
| {{ct|10080}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Water]] boils&lt;br /&gt;
| {{ct|10180}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire|Ignition of organic materials]]&lt;br /&gt;
| {{ct|10508}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] [[fire]] (max)&lt;br /&gt;
| {{ct|10708}}&lt;br /&gt;
|-&lt;br /&gt;
| Material is [[fire-safe]]&lt;br /&gt;
| {{ct|11000}}&lt;br /&gt;
|-&lt;br /&gt;
| Common stone melts (varies)&lt;br /&gt;
| {{ct|11500}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coal]] [[fire]] (max)&lt;br /&gt;
| {{ct|11640}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Magma'''&lt;br /&gt;
| '''{{ct|12000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| Material is [[magma-safe]]&lt;br /&gt;
| {{ct|12000}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature]]s made of flame/fire&lt;br /&gt;
| {{ct|14000}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;border-bottom: 1px #0000CC dotted;cursor:help;&amp;quot; title=&amp;quot;Yes, dragonfire is roughly four times hotter than the surface of the sun.&amp;quot;&amp;gt;[[Dragonfire]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| {{ct|50000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material values==&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Temperature has important constraints on the [[material]]s in the game, and dictates a number of [[material science|material properties]] related to states of matter and heat/cold [[wear|damage]]. These are defined by [[material definition token]]s in the material [[raw file]]s, most of which use temperature as an input field:&lt;br /&gt;
* {{tt|[MELTING_POINT:#]}} — This is the temperature at which a liquid material will freeze, or a solid material will melt. In ''Dwarf Fortress'' the melting point and freezing point coincide exactly; this is contrary to many real-life materials, which can be supercooled.&lt;br /&gt;
* {{tt|[BOILING_POINT:#]}} — This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.&lt;br /&gt;
* {{tt|[IGNITE_POINT:#]}} — This is the temperature at which the material will catch fire.&lt;br /&gt;
* {{tt|[HEATDAM_POINT:#]}} — This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.&lt;br /&gt;
* {{tt|[COLDDAM_POINT:#]}} — This is the temperature below which the material will begin to take frost [[wear|damage]].&lt;br /&gt;
* {{tt|[SPEC_HEAT:#]}} — This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium. The input for this token is not temperature, but rather the [[wikipedia:Specific heat capacity|specific heat capacity]] of the material.&lt;br /&gt;
* {{tt|[MAT_FIXED_TEMP]}} — A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Useful info: if an item's material has a FIXED_TEMP, its temperature will not change under any circumstances. What this means is that if you modify a material's fixed temperature, any existing items made from it will retain whatever temperature they had before the material was modified.&lt;br /&gt;
&lt;br /&gt;
Not sure if this is what's causing your problem, but it's still an important thing to remember when testing mods. Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &amp;amp;mdash; instead, its temperature will simply be permanently locked at whatever it was previously. Removing a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings. The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}. The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.&lt;br /&gt;
&lt;br /&gt;
==Temperature transfer==&lt;br /&gt;
Temperature transfer in ''Dwarf Fortress'' is fairly simple - most temperature values have a whole part (in &amp;quot;degrees Urist&amp;quot;) and a fraction part (which ranges from 0 to the material's SPEC_HEAT minus 1). Once per tick, the game calculates the relevant temperature difference (e.g. between the item itself and the tile in which it is located) and adds that to the fraction part, then adjusts the whole part until the fraction part is within range. For example, a piece of Lignite (which has SPEC_HEAT 409) at temperature 10015.0 (room temperature underground) exposed to Magma (temperature 12000) will heat up by 1985 fraction units, which will increase its temperature to 10019.349. In order to reach its ignition point of 11440, it would need to be in the magma for a total of 517 ticks, over 5 seconds at 100 fps.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Temperature calculations are a known cause of lag. If [[maximizing framerate]] is a concern, you can disable temperature calculations through an option in [[D init.txt]]. With temperature calculations disabled, effects such as water freezing, melting, or evaporating, or creatures and items taking temperature-related damage will not occur. &lt;br /&gt;
* When temperature calculations are disabled, dwarves will refuse to set foot in a cast [[obsidian]] tile (or any other tiles previously occupied by [[magma]]).{{bug|8391}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kitchen&amp;diff=249202</id>
		<title>Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kitchen&amp;diff=249202"/>
		<updated>2019-12-16T14:00:21Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:29, 21 November 2016 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seed]]s&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''kitchen''' is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook prepared meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which drastically increases the [[food]]'s value (up to 100×). Cooked meals count as each of their ingredients for the purpose of satisfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish]], and [[plants]] will deter [[rot]], but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' uses two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Lavish meals result in larger stacks of higher-value food. They take a bit longer to produce and result in less experience gained for your cook per ingredient. With a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Easy meals will give more experience per ingredient and result in twice as much hauling ''after'' cooking.&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly. Note that any cooking jobs in progress will be canceled if you disallow one of the cook's chosen ingredients. &lt;br /&gt;
&lt;br /&gt;
Cooking with alcohol usually results in large stacks of prepared meals because alcohol typically has large stack sizes. It is assumed that since all dwarves have a [[preference]] for at least one type of alcohol, cooking with alcohol improves the chance of happy [[thought]]s from eating. Of course you need to ensure that you have enough alcohol left for your dwarves to drink; cooked alcohol does not count as drink.&lt;br /&gt;
&lt;br /&gt;
One (not really safe) method to include a limited amount of alcohol in your meals is to create a small (one or two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to &amp;quot;take&amp;quot; from your larger drink stockpile.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less &amp;quot;feeder&amp;quot; [[stockpile]]s, each of which allows a different type of (cookable) food, all set to &amp;quot;give&amp;quot; to your kitchen.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a [[barrel]] or [[pot]] (capacity 60). If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You can also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back in smaller stacks.&lt;br /&gt;
&lt;br /&gt;
Be aware that food that is not properly stored in a stockpile rots quite fast. Rotting is the worst possible fate for a masterfully prepared meal. The chef would have every right to be angry about it, since all of his effort spent preparing the meal literally went to waste.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
Prepared meals are excellent for [[trade]] since they are high-value, renewable/sustainable, easily transported, and easily sub-divided. A high-quality prepared meal stack can surpass all but [[artifact]], [[adamantine]], and heavily [[decoration|decorated]] items in total value.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook will greatly increase the value of raw ingredients. For example, cooking 10 plump helmets (total value 40) in a &amp;quot;Lavish Meal&amp;quot; will produce a stack of plump helmet roast with minimum value of 260. A modest cooking skill can easily double that value, while a legendary cook is theoretically capable of producing a total value of 3120, a 78x increase over the raw ingredients. &lt;br /&gt;
&lt;br /&gt;
Because of the way meal value is calculated, cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. As an example, cooking three single unit stacks of [[whip vine]] [[flour]] with a stack of 7 plump helmets yields a theoretical maximum value of 10,680 from a raw ingredient value of 103. &lt;br /&gt;
&lt;br /&gt;
The quality symbols shown in the name of a meal reflect the highest quality involved in its making, looking at the overall preparation as well as the mincing of each ingredient. With up to five jobs involved, monetary values of apparently same-quality meals can vary a lot, and a lower-quality meal can be more valuable than a higher-quality meal cooked from the same ingredients.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Container&amp;diff=249201</id>
		<title>Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Container&amp;diff=249201"/>
		<updated>2019-12-16T13:53:06Z</updated>

		<summary type="html">&lt;p&gt;Severedicks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:03, 9 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Container&lt;br /&gt;
|tile=Æ&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|leather=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Containers''' are used for [[storage|storing]] various types of owned [[item]]s. They are a common requirement for [[noble]]s and they are also good for increasing the [[room value|value]] of a [[room]]. Each container holds a varying number of items. Dwarves may walk through tiles with containers.&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not own a container in his bedroom, he or she will leave any possessions on the floor.&lt;br /&gt;
&lt;br /&gt;
Containers are also needed in a [[library]] to store writing materials such as [[quire]]s.&lt;br /&gt;
&lt;br /&gt;
Containers are named differently depending on what they are made of:&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
! Name !! Material&lt;br /&gt;
|-&lt;br /&gt;
|'''Box'''&lt;br /&gt;
|[[Glass]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Coffer'''&lt;br /&gt;
|[[Stone]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Chest'''&lt;br /&gt;
|[[Wood]], [[Metal]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Bag'''&lt;br /&gt;
|[[Cloth]], [[Leather]]&lt;br /&gt;
|}&lt;br /&gt;
Both bags and barrels (and all other containers) function exactly the same in-game - they report a container capacity (either hardcoded or derived from the item_tool raws), they have references to their contents (general_ref_contains_itemst), and their contents have references back to the container itself (general_ref_contained_in_itemst).&lt;br /&gt;
&lt;br /&gt;
Any behavioral differences between them are entirely due to the way jobs handle them and the way they (and their contents) are categorized for selection by jobs, and custom reactions don't necessarily follow all of those rules. Custom reactions can definitely use seeds that are stored in bags without requesting the bags themselves (I just checked), but plant growths might be treated differently, possibly an attempt to keep quarry bush leaves inside their bags (and similar scenarios). &lt;br /&gt;
&lt;br /&gt;
Bags are a special type of box.  While they can be built as furniture, they are more commonly used by dwarves to store seeds, mill plants at a [[millstone]] or quern, or collect [[sand]].  Dwarves have a habit of filling bags with seeds whenever possible, so, typically, many of them need to be made if they are going to be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = etost | elvish = thale | goblin = ustêx | human = puti}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Severedicks</name></author>
	</entry>
</feed>