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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=136540</id>
		<title>v0.31:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=136540"/>
		<updated>2011-02-19T02:32:33Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:08, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of {{L|dwarves}}; without it they will soon become {{L|thought|unhappy}}. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a favorite drink, selected at first from among the 4 types of alcohol made from underground {{L|crop}}s, but including drinks brewed from surface plants once dwarves have been exposed to those beverages.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, only two of which are available after embark.&lt;br /&gt;
*At {{L|embark}}, alcohol may be purchased with embark points.&lt;br /&gt;
*{{L|Trading|Traders}} that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third and most reliable method requires a {{L|brewer}}, a {{L|still}}, and a working {{L|farm plot}}. Most {{L|crops}} can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also {{L|Plant gathering|gather plants}} and brew them at a {{L|still}} in the same way you would with {{L|crops}}.&lt;br /&gt;
**Mead does not require any plants to be made, though it does require honey which is made through [[beekeeping_Industry|beekeeping]]&lt;br /&gt;
&lt;br /&gt;
==Variety==&lt;br /&gt;
:''He has been tired of drinking the same old booze lately.''&lt;br /&gt;
&lt;br /&gt;
Variety in booze keeps away unhappy thoughts, it also keeps dwarves drinking!&lt;br /&gt;
&lt;br /&gt;
For example, if Urist McThirsty drinks nothing but dwarven ale, he'll get unhappy and will stop drinking ale. This might clarify:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;'''Urist McThirsty:''' Bah, why do we have only ale?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McManager:''' Because we only have pig tails.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McThirsty:''' By my beard, Armok and all that's dwarvenly, until I find some booze other than ale, I shall drink nought but water, even if that means slowing this fortress to a grinding halt and causing the death of everyone in it!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McManager:''' ''(sotto voce)'' Armok's vomit-soaked beard! My entire species is insane.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Urist McThirsty:''' Sorry, what was that? I couldn't hear you over the sound of these shattering masterpieces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
As dwarves are highly dependent on alcohol, a lack of booze over a prolonged period of time will result in a loss of {{L|speed}} in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thoughts]] from thirst.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Pig tail}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cave wheat}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sweet pod}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Plump helmet}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grown Outside ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sun berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Whip vine}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rope reed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Fisher berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Longland grass}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wild strawberry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bloated tuber}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Prickle berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rat weed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sliver barb}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Muck root}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Honey}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beekeeping_industry&amp;diff=136535</id>
		<title>v0.31:Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Beekeeping_industry&amp;diff=136535"/>
		<updated>2011-02-19T02:09:11Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Largely a placeholder page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''beekeepking industry''' is a straightforward process that allows a fortress to produce food (honey, royal jelly), drink (mead), and craftable items (wax).&lt;br /&gt;
&lt;br /&gt;
First up you need an area that can support honey bees. These vermin-type creatures occur in any non-freezing biome. After finding a few colonies of bees, the next step is to create an artificial hive in the Craftdwarfshop which can be created from stone or wood.&lt;br /&gt;
&lt;br /&gt;
Construction of the hive is then done by a dwarf with the Beekeeping profession enabled, and must be made in a tile that adjacent to an outside tile. Unless the player specifies otherwise with c, the beekeeper will then automatically find the nearest live hive and transfer it to the artificial hive.&lt;br /&gt;
&lt;br /&gt;
From there the player has a few options as to what they want done.&lt;br /&gt;
*Using g, the player may toggle the hive so that the product is not automatically gathered. This will cause the hive to grow, allowing it to be split into additional artificial hives.&lt;br /&gt;
*If the player chooses to have the hive be harvested, a beekeeper will approach the hive after 6 months or so and transfer royal jelly to an empty jug and produces a [[honeycomb]]. The hive is then deconstructed, though it can be rebuilt and filled with a new hive.&lt;br /&gt;
&lt;br /&gt;
The [[royal jelly]] is a counted as an edible item and can be cooked or eaten as is. The honeycomb requires a bit more effort, in that it must be brought to a [[screw press]] to be turned into [[honey]], which is also edible and can be cooked.&lt;br /&gt;
&lt;br /&gt;
That honey can then be brought to a still and, when combined with a non-absorbent barrel, can create [[mead]].&lt;br /&gt;
&lt;br /&gt;
The pressed honeycomb can be brought to a craftdwarfshop and turned into wax crafts&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=134627</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=134627"/>
		<updated>2011-01-04T23:54:32Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: /* Above Ground Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}), you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  To move to plan for crops to be farmed in different seasons use {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  You can select a farm to be fertilized but starting out you won't have the necessary items to do so, and it's largely unnecessary.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu {{k|z}} {{k|right}} {{k|Enter}}.  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow{{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires up to 1/4 * plot_size +1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. &lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground.&lt;br /&gt;
&lt;br /&gt;
Underground farm plots must be placed on mud.  Toady One has stated that underground farming should also be possible on soil floors under which exist natural soil walls, but this bug has not yet been fixed{{version|0.31.17}}. &lt;br /&gt;
&lt;br /&gt;
Muddying the ground requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door to stop the flow. (see: [[Irrigation]]) You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied.  Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground {{L|cavern}}s are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparations. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|elves|elven}} and {{L|humans|human}} caravans ; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill|milled}}, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}}.  Typically, it is done above ground, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now dark and protected) lower soil will still be suitable for farming outdoor plants like{{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on rock layers (muddied or otherwise) will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. Plants that remain in the field for too long will wither.  These plants will eventually rot away.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. As a large number of seeds can be stored in a single barrel, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing.&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks (or just forbid one seed and leave it for emergency) and toggle it back before you run out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Furniture&amp;diff=134075</id>
		<title>Template talk:Furniture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Furniture&amp;diff=134075"/>
		<updated>2010-12-27T09:32:04Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: /* Center */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If the [[animal trap]] is to use this template, it'll need to be possible to override the Jobs section. The Workshops section would ideally also need an override for [[mechanism]]s (which are made at a Mechanic's workshop instead of a Mason's workshop). --[[User:Quietust|Quietust]] 21:09, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Center ==&lt;br /&gt;
&lt;br /&gt;
It's driving me crazy that the cell used to depict the symbol is not center aligned. I'd do it myself, but I've never edited a template before so lord knows I'd mess something up. Can this be done? --[[User:SirPenguin|SirPenguin]] 09:32, 27 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Coffin&amp;diff=134053</id>
		<title>v0.31:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Coffin&amp;diff=134053"/>
		<updated>2010-12-27T05:09:46Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: major rewrite, attempting to make it more comprehensive and helpful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:17, 5 July 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Tomb}}&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial Receptacles''' are {{L|container}}s for deceased dwarves and {{L|pet|pets}} that are used to store their {{L|corpse}}s and other {{L|remains}}. Somewhat confusingly, they have different names depending on the material used to build them, but thankfully they all function identically and all are produced with the Burial Receptacle option via the [[building | build]] menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials Used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
After the item is built, the player can access its [[building]] menu ({{k|q}}) to allow it to be used for burial (it defaults to ''No''), as well as whether it should be used for citizens or pets. A burial receptacle is in use when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed, and it is possible to view its contents via the View Items in Buildings option, accessed with {{k|t}}.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the player cannot assign a burial receptacle to specific creature ''after'' they have already died. Instead, the building is automatically assigned to a dwarf/pet on a first dead, first serve basis. If the player wishes to ensure a dwarf is buried in a particularly spot, then they need to create a [[tomb]] from any burial building, assigning said tomb to the dwarf in question. Remember, this can only be done while the dwarf is alive.&lt;br /&gt;
&lt;br /&gt;
=Advantages=&lt;br /&gt;
It is not required to bury the dead, and the player may instead choose to use the [[Stockpile#Corpses | Corpses]] [[stockpile]] or ignore the corpse entirely.&lt;br /&gt;
&lt;br /&gt;
However, [[friends]] and [[relationship | relatives]] of the deceased will receive [[thoughts | unhappy thoughts]] if their loved one remains unburied, and [[miasma]] can be generated if the corpse is inside the fort. Failure to entomb or otherwise build a {{L|slab|memorial}} for a deceased dwarf may also lead to {{L|ghost|unexpected consequences}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=132604</id>
		<title>v0.31:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=132604"/>
		<updated>2010-11-29T05:22:17Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Revisited this page to make changes to reflect the latest version, plus made a pass at improving the general layout and information provided&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 17 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven '''calendar''' is used to display the day, month, and year of any given date, and is visible in the upper right corner of the {{L|Status}} Screen ({{key|z}}). There are 12 months in the dwarven year divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|wood}}. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning at year 250. Worldgen can be set to stop at several distinct years ranging from 5 to 1050 when selecting ''Create a World'', and can also be set to any arbitrary year by editing the advance option ''End Year'' in the ''Design New World with Advanced Parameters'' screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #aaa&amp;quot; |&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Real life version&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | Season&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Granite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Slate}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Felsite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Hematite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Malachite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Galena}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Limestone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Sandstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|wood|Timber}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Moonstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Opal}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Obsidian}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends mode]], though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large amount of [[megabeasts]].&lt;br /&gt;
&lt;br /&gt;
All worlds start in the Age of Myth, which describes a time when living gods and mighty beasts still held sway over the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Fall. No caravans arrive for the winter, so it's smart to stock up on food and drink during the fall&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=93270</id>
		<title>v0.31 Talk:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=93270"/>
		<updated>2010-04-15T17:40:54Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Training=&lt;br /&gt;
I'm told you can train these as war bears, as seen via the raws, but I've never been able to do it. People say you can do it without a dungeon master. Confirm/Deny? --[[User:SirPenguin|SirPenguin]] 17:40, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=93268</id>
		<title>v0.31 Talk:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=93268"/>
		<updated>2010-04-15T17:40:44Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Created page with '=Training= I'm told you can train these as war bears, as seen via the raws, but I've never been able to do it. People say you can do it without a dungeon master. Confirm/Deny?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Training=&lt;br /&gt;
I'm told you can train these as war bears, as seen via the raws, but I've never been able to do it. People say you can do it without a dungeon master. Confirm/Deny?&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=89876</id>
		<title>v0.31:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=89876"/>
		<updated>2010-04-11T18:48:43Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Still happens in 02 and is still just as annoying!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Arsenal Dwarf&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=&lt;br /&gt;
* 20 Population&lt;br /&gt;
|function=&lt;br /&gt;
* Distribute equipment to the military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Arsenal Dwarf''' is an administrative {{L|noble}} that becomes required to manage your armory after your population hits 20+ dwarves. He sorts and assigns {{L|squads|squad}} {{l|equipment}}, so the {{l|military}} of a fort in need of one will not function properly without him. Until this position becomes required, your dwarves will simply equip whatever you tell them to right away. He makes no {{L|demand}}s and  {{L|Requirement|requires}} only a meager {{L|office}} to work in. Like a {{l|manager}}, all equipment changes must be processed through him at his office before they are approved.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for and Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
* There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. The position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.01}}&lt;br /&gt;
* It may seem like a good idea to have your arsenal dwarf in the military, but he won't be able to hand out equipment while on duty or training, which will fundamentally break your military.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:ARSENAL_DWARF]&lt;br /&gt;
	[NAME:arsenal dwarf:arsenal dwarves]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]&lt;br /&gt;
	[RESPONSIBILITY:EQUIPMENT_MANIFESTS]&lt;br /&gt;
	[RESPONSIBILITY:SORT_AMMUNITION]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[REQUIRES_POPULATION:20]&lt;br /&gt;
	[PRECEDENCE:179]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quarry_bush&amp;diff=87871</id>
		<title>v0.31:Quarry bush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quarry_bush&amp;diff=87871"/>
		<updated>2010-04-09T05:17:23Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: needs more info, but the bug is fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Quarry bush leaves currently{{version|0.31.02}} can be eaten after being cooked.&lt;br /&gt;
{{gamedata| PLANT:BUSH_QUARRY]&lt;br /&gt;
[NAME:quarry bush][NAME_PLURAL:quarry bushes][ADJ:quarry bush]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
	[MATERIAL_VALUE:2]&lt;br /&gt;
	[EDIBLE_VERMIN]&lt;br /&gt;
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
[PICKED_TILE:5][PICKED_COLOR:7:0:0]&lt;br /&gt;
[GROWDUR:500][VALUE:2]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
	[MATERIAL_VALUE:5]&lt;br /&gt;
[LEAVES:quarry bush leaf:quarry bush leaves:7:0:0:0:0:1:6:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
	[MATERIAL_VALUE:1]&lt;br /&gt;
[SEED:rock nut:rock nuts:7:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
[SPRING][SUMMER][AUTUMN]&lt;br /&gt;
[FREQUENCY:100]&lt;br /&gt;
[CLUSTERSIZE:5]&lt;br /&gt;
[PREFSTRING:gray leaves]&lt;br /&gt;
[WET][DRY]&lt;br /&gt;
[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
[SHRUB_TILE:58]&lt;br /&gt;
[DEAD_SHRUB_TILE:58]&lt;br /&gt;
[SHRUB_COLOR:7:0:0]&lt;br /&gt;
[DEAD_SHRUB_COLOR:0:0:1]}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=87465</id>
		<title>v0.31:Prepared organs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=87465"/>
		<updated>2010-04-08T23:12:46Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be a catch-all for the new edible body parts consisting of prepared organs. Individual pages and searches (like the current Intestines) should forward here.&lt;br /&gt;
&lt;br /&gt;
Can someone help me out with moving this to the proper category?&lt;br /&gt;
==Prepared Organs==&lt;br /&gt;
Prepared organs are edible products of butchering. The exact conditions for their generation are currently not known. Speculation rests on the {{L|Butchery}} skill level.&lt;br /&gt;
&lt;br /&gt;
They are listed on the Stocks menu under {{L|Meat}}. However, they are essentially prepared meals made by the butcher and can only be eaten directly. They cannot be used for any of the alternate uses available for &amp;quot;meat&amp;quot;. As of patch 31.02 all organs can be cooked&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can dwarves have a preference for them?&lt;br /&gt;
How do the composition of the creature, Butchery skill level, and condition of the corpse affect generation?&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+'''Some Types of Prepared Meats'''&lt;br /&gt;
|-&lt;br /&gt;
!  Name&lt;br /&gt;
!  Value Modifier&lt;br /&gt;
!  Butchery Skill Requirement(?)&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) sweetbread&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) tripe&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) brain&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) eye(s)&lt;br /&gt;
!  Unknown&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) heart&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) intestines&lt;br /&gt;
!  2&lt;br /&gt;
!  0&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) kidney&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) liver&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) lung&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) spleen&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishery&amp;diff=87132</id>
		<title>v0.31:Fishery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishery&amp;diff=87132"/>
		<updated>2010-04-08T18:45:54Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''fishery''' [[workshop]] handles the preparation of raw [[fish]]. This process yields prepared fish, [[turtle|turtles]], and [[lobster|lobsters]], and will additionally give [[shells]] in the case of turtles, cave lobsters, and other shelled animals.&lt;br /&gt;
&lt;br /&gt;
This workshop is automated by default, a procedure that can be changed with {{key|o}}[[orders|rders]], {{key|W}}orkshop Orders, Auto {{key|f}}ishery.&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishery&amp;diff=87131</id>
		<title>v0.31:Fishery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishery&amp;diff=87131"/>
		<updated>2010-04-08T18:45:33Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Wikifying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''fishery''' [[workshop]] handles the preparation of raw [[fish]]. This process yields prepared fish, [[turtles]], and [[lobsters]], and will additionally give [[shells]] in the case of turtles, cave lobsters, and other shelled animals.&lt;br /&gt;
&lt;br /&gt;
This workshop is automated by default, a procedure that can be changed with {{key|o}}[[orders|rders]], {{key|W}}orkshop Orders, Auto {{key|f}}ishery.&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Carp&amp;diff=87120</id>
		<title>v0.31 Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Carp&amp;diff=87120"/>
		<updated>2010-04-08T18:39:44Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Organization==&lt;br /&gt;
I liked the &amp;quot;D for Dwarfhumor&amp;quot; part from the 40d Article but I think it belongs on the bottom of the page instead of the top.  The format of the previous article made it look like the entire article was Dwarf Humor, when only the very top was.[[User:Kenji 03|Kenji 03]] 15:01, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Accuracy==&lt;br /&gt;
The newly added content of this page seems suspect - looking at the raws for FISH_CARP, I do not see any references to damage amounts of &amp;quot;1-6&amp;quot;. Additionally, a previous test in Arena mode showed that while Carp '''do''' cause dwarves to dodge into the water, they don't inflict any significant damage, instead simply resulting in the dwarf drowning. --[[User:Quietust|Quietust]] 15:52, 8 April 2010 (UTC)&lt;br /&gt;
:The whole copied/pasted section from 40d is suspect, as are many of the other references. With an admitted tinge from nostalgia, I'm hiding/editing all such references unless/until the community agrees that they are still as dangerous as before. If someone wants scary carp, they may have to play 40d - and unless carp are scary in 30.01, there's no reason to pretend they are, or ever were.--[[User:Albedo|Albedo]] 18:15, 8 April 2010 (UTC)&lt;br /&gt;
::In the interest of science I have run a bunch of tests on carps vs. dwarves in the arena. Here's what I have found.&lt;br /&gt;
::*It's not a blood bath anymore, in that there is no clear victor&lt;br /&gt;
::*A skilless and naked dwarf, however, will have a very difficult time fighting off even a single carp. The dwarf's punches will bruise the carp and can tear open the flesh, while the carp's bites and tail lashes can bruise the hell out of just about every part of the dwarf, including organs, but can't do much else beyond that.&lt;br /&gt;
::*In my first test, the fight took so long the dwarf ended up skilling up in swimming. Once he stopped drowning he became a far better fighter. It got so bad the carp actually ran away. However, the two seemingly fought forever in the water thanks to the new material system's wonkiness.&lt;br /&gt;
::*My 2nd test was a more &amp;quot;natural&amp;quot; one - a fully clothed dwarf vs. a pack of carp. I decided on 4 of them. The dwarf fell into the water and tried to fight them off. He mashed open his  left ear and somehow on of them mangled his arm. He ended up bleeding to death. The 3rd test produced similar results, only this one drowned. Still, the fights lasted awhile.&lt;br /&gt;
::*Conclusion: Carps are still dangerous, but they're dangerous in the RIGHT way. That is, they fight in packs and have an underwater advantage. Isolate them or remove their water advantage (by having your dwarf be a swimmmer) and their combat prowess quickly goes away. You know, this test has shown me that Toady's hardwork is finally paying off. [[User:SirPenguin|SirPenguin]] 18:39, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hunter&amp;diff=79394</id>
		<title>v0.31 Talk:Hunter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hunter&amp;diff=79394"/>
		<updated>2010-04-03T03:33:02Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Created page with 'Has anyone been able to get this guy to actually hunt?--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone been able to get this guy to actually hunt?--[[User:SirPenguin|SirPenguin]] 03:33, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mechanic%27s_workshop&amp;diff=77908</id>
		<title>v0.31:Mechanic's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mechanic%27s_workshop&amp;diff=77908"/>
		<updated>2010-04-02T03:49:58Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{workshop|name=Mechanic's workshop|key=t|job=Mechanics&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Mechanism]]s&lt;br /&gt;
*[[Traction bench]]es&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''mechanic's workshop''' is a [[workshop]] which produces [[mechanism]]s out of stone. It is also used to construct [[Traction bench]]es.&lt;br /&gt;
&lt;br /&gt;
{{Workshops_DF2010}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Figurine&amp;diff=77688</id>
		<title>v0.31:Figurine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Figurine&amp;diff=77688"/>
		<updated>2010-04-01T20:54:35Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: typo fixing and expanding info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A figurine is a trade good crafted at a {{l|craftsdwarf's workshop}} by the &amp;quot;Make rock crafts&amp;quot; job; you cannot specifically request a figurine to be made. They can show various historic events, similar to {{l|engraving}}s, just be an idol of a creature, like a dwarf, or something about a person the {{l|craftsdwarf}} knows.&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=77673</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=77673"/>
		<updated>2010-04-01T20:44:15Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Is this mining the skill page or mining the act of mining? I added a distinction between mining/channeling for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. &lt;br /&gt;
&lt;br /&gt;
There are two types of skills associated with this skill: mining and channeling. Mining removes a section of wall while preserving both the ceiling and the floor. Channeling, however, removes the floor, replacing it with a downwards ramp.&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=77671</id>
		<title>v0.31:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=77671"/>
		<updated>2010-04-01T20:40:48Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Another quick and dirty explanation to help new players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The labor screen has been entirely redone in DF2010, with many of the main changes intended to make it more readable and easier to manage.&lt;br /&gt;
&lt;br /&gt;
The screen itself is accessed after selecting a dwarf by going {{k|p}}references followed by {{k|l}}abor. Labors are divided into skill trees - for instance, accessing [[metalsmithing]] allows you to enable various jobs that are related to working with metal, such as [[weaponsmithing]] and [[armorsmithing]].&lt;br /&gt;
&lt;br /&gt;
A category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Category''' || '''Labors'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* {{L|Mining}}&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Crossbow-making}}&lt;br /&gt;
* {{L|Wood Cutting}}&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking ||&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Stone Detailing}}&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related ||&lt;br /&gt;
* {{L|Animal Training}}&lt;br /&gt;
* {{L|Animal Care}}&lt;br /&gt;
* {{L|Hunting}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
* {{L|Small Animal Dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] ||&lt;br /&gt;
* {{L|Diagnosis}}&lt;br /&gt;
* {{L|Surgery}}&lt;br /&gt;
* {{L|Setting Bones}}&lt;br /&gt;
* {{L|Suturing}}&lt;br /&gt;
* {{L|Dressing Wounds}}&lt;br /&gt;
* {{L|Feed Patients/Prisoners}}&lt;br /&gt;
* {{L|Recovering Wounded}}&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related ||&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Tanner|Tanning}}&lt;br /&gt;
* {{L|Farming}} (Fields)&lt;br /&gt;
* {{L|Dyeing}}&lt;br /&gt;
* {{L|Soap Maker}}&lt;br /&gt;
* {{L|Wood Burning}}&lt;br /&gt;
* {{L|Potash Making}}&lt;br /&gt;
* {{L|Lye Making}}&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
* {{L|Brewing}}&lt;br /&gt;
* {{L|Plant Gathering}}&lt;br /&gt;
* {{L|Plant Processing}}&lt;br /&gt;
* {{L|Cheese Making}}&lt;br /&gt;
* {{L|Milking}}&lt;br /&gt;
* {{L|Cooking}}&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related ||&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
* {{L|Fish Cleaning}}&lt;br /&gt;
* {{L|Fish Dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
* {{L|Furnace Operating}}&lt;br /&gt;
* {{L|Weaponsmithing}}&lt;br /&gt;
* {{L|Armoring}}&lt;br /&gt;
* {{L|Blacksmithing}}&lt;br /&gt;
* {{L|Metalcrafting}}&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry ||&lt;br /&gt;
* {{L|Gem Cutting}}&lt;br /&gt;
* {{L|Gem Setting}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafts ||&lt;br /&gt;
* {{L|Leatherworking}}&lt;br /&gt;
* {{L|Woodcrafting}}&lt;br /&gt;
* {{L|Stonecrafting}}&lt;br /&gt;
* {{L|Bone Carving}}&lt;br /&gt;
* {{L|Glassmaking}}&lt;br /&gt;
* {{L|Weaving}}&lt;br /&gt;
* {{L|Clothesmaking}}&lt;br /&gt;
* {{L|Strand Extracting}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineering  ||&lt;br /&gt;
* {{L|Siege Engineering}}&lt;br /&gt;
* {{L|Siege Operating}}&lt;br /&gt;
* {{L|Mechanics}}&lt;br /&gt;
* {{L|Pump Operating}}&lt;br /&gt;
|-&lt;br /&gt;
| Other Jobs ||&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Alchemy}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=77662</id>
		<title>v0.31 Talk:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Labor&amp;diff=77662"/>
		<updated>2010-04-01T20:32:16Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aside from the menus being moved around there seems to be something very different going on with labors. Woodcutting for one cannot be done by an unskilled dwarf, and I expect many other labors will be the same way. [[User:Doctorzuber|Doctorzuber]] 19:45, 1 April 2010 (UTC)&lt;br /&gt;
:Are you quite sure you've enabled it? I haven't tried woodcutting yet but wood burning, smelting, weaponsmithing, masonry, carpentry, animal training, mining, architecture, plant gathering, brewing, cooking, and growing are all good to go. Yes, I embark with unskilled dwarves &amp;lt;g&amp;gt; [[Special:Contributions/70.240.148.81|70.240.148.81]] 19:52, 1 April 2010 (UTC)&lt;br /&gt;
:: As far as I can tell, there's nothing to enable. Woodcutting is moved to {{k|g}},{{k|b}} and if a dwarf doesn't have at least one point in it there's just nothing there. [[User:Doctorzuber|Doctorzuber]] 19:58, 1 April 2010 (UTC)&lt;br /&gt;
::: Woodcutting is in labor preferences (p, l from the (v)iew-menu). There, go to &amp;quot;woodworking&amp;quot; (select with arrow keys, &amp;quot;enter&amp;quot; to go to submenu) and you'll see carpentry, crossbow-making, and wood cutting. --[[User:Syndic|Syndic]] 20:03, 1 April 2010 (UTC)&lt;br /&gt;
:::: Aye, under {{k|v}},&amp;lt;select dwarf&amp;gt;,{{k|p}},{{k|l}}, and press enter on Woodworking, Carpentry Crossbow-making and Woodcutting should be present to enable/disable. [[Special:Contributions/70.240.148.81|70.240.148.81]] 20:05, 1 April 2010 (UTC)&lt;br /&gt;
::::: Above anon is me in case anyone wants to snipe at my talk page :P [[User:Freeze|Freeze]] 20:16, 1 April 2010 (UTC)&lt;br /&gt;
:::::: Okay, something very odd is happening here then since woodcutting is not in my {{k|p}},{{k|l}} menu at all. I'm going to restart with some unskilled dwarves and see if the menu is different. [[User:Doctorzuber|Doctorzuber]] 20:22, 1 April 2010 (UTC)&lt;br /&gt;
::::::: Riiight... Okay, it's something buggy. For some reason my {{k|p}},{{k|l}} menu was only showing four things. Restarting and now I see a much longer list with both skilled and unskilled dwarves. Now to try to figure out why it happened. [[User:Doctorzuber|Doctorzuber]] 20:27, 1 April 2010 (UTC)&lt;br /&gt;
:::::::: This same thing happened to someone on another forum - it only showed four skill groups. I think they were Miner, Healthcare, Hauling, and something else. --[[User:SirPenguin|SirPenguin]] 20:32, 1 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hospital&amp;diff=77502</id>
		<title>v0.31:Hospital</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hospital&amp;diff=77502"/>
		<updated>2010-04-01T18:37:28Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Super rough page creation...just enough info to help new players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hospitals are a zone designated via the zone menu. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much thread, cloth, splints, crutches, powder for casts, buckets, and soap hospitals use.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Albedo&amp;diff=63423</id>
		<title>Dwarf Fortress Wiki:Request for Adminship/Albedo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Request_for_Adminship/Albedo&amp;diff=63423"/>
		<updated>2010-02-21T19:51:31Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Administrator Candidacy Questionnaire==&lt;br /&gt;
===Why would I be a good Administrator?===&lt;br /&gt;
I just added my name to the list for '''Asst. Admin''' for this site.  As a site User, I've tried to support the Admin as best I can, editing with comments, posting links to the Guidelines on over-enthusiastic newbie's pages, stuff like that.  I'm active on site most days/week.  And if you could see the look on my face, you'd know I'm not over-eager for this, which is a good thing.  It's always dangerous to hire people who volunteer, but I have the time and energy, so... why not?&lt;br /&gt;
&lt;br /&gt;
If you care about &amp;quot;What has Albedo done?&amp;quot;, here are some things I'd not blush about if someone were to mention them:&lt;br /&gt;
&lt;br /&gt;
* Instituted a use for [[current events]] page, where you just read about my application.&lt;br /&gt;
&lt;br /&gt;
* Complete edit of more articles than I can remember - not &amp;quot;rewrite&amp;quot; (altho' that too), but just re-organizing and formatting what was there and tying it together.&lt;br /&gt;
&lt;br /&gt;
* Re-organized all the randomly titled design pages into formal &amp;quot;X design&amp;quot; article format.&lt;br /&gt;
&lt;br /&gt;
* Added the [[Welcome]] template to more newcomers than I can remember.&lt;br /&gt;
&lt;br /&gt;
* Added more redirects and disambigs than I care to remember (including [[welcome]], among others).&lt;br /&gt;
&lt;br /&gt;
* Just added all this info to my User page moments before Briess instituted this form. :P&lt;br /&gt;
&lt;br /&gt;
Meh - In short, I'm active enough and have a decent sense of writing and organization, both for a single article and for a collection of them.&lt;br /&gt;
&lt;br /&gt;
Vote me. Yay. --[[User:Albedo|Albedo]] 10:25, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
====Supporting Evidence====&lt;br /&gt;
[[Special:Contributions/Albedo]]&lt;br /&gt;
&amp;amp; more recently: [[Special:Contributions/75.62.155.145]]&lt;br /&gt;
&lt;br /&gt;
:Link to any articles you are particularly proud of.&lt;br /&gt;
&lt;br /&gt;
* Conceived of [[vein|veins and clusters]] page, combining many random pages into that one article. My first solo article.&lt;br /&gt;
* Re-organized and partially re-wrote the various and scattered &amp;quot;defense&amp;quot; pages ([[Defense guide]], [[Defense design]], [[Military design]], [[Trap design]], and related others) into their current format. See [[Talk:Fortress_defense#Merging_in_other_articles_and_defining_what_this_page_should_be|Talk: Fortress Defense]]for an idea of what it was before.  This was a [[demon|bitch]], as it was a complete [[Losing|cluster]] before. Established editing policies in an attempt to never go there again. (Open any of those pages to edit and read &amp;lt;-Notes to editors-&amp;gt;), and/or see relevant [[Talk:Defense design|discussion pages]]).&lt;br /&gt;
&lt;br /&gt;
* Consulting on the Talk pages, conceived and/or wrote or re-wrote the current [[armor]], [[armor piece]], [[weapon]], [[dwarven weapon]] and [[other weapon]] page collection, thus ''removing every single redundant article on every individual weapon and piece of armor in existence.'' Sheesh, as if.&lt;br /&gt;
&lt;br /&gt;
* Edited, formatted and organized the [[Color schemes]] page so the colors and differences could actually be seen at a glance, and the process understood (even by a newb!).&lt;br /&gt;
&lt;br /&gt;
* Saw the need, created this tag and implemented its use:&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
==Public Q&amp;amp;A==&lt;br /&gt;
*'''Q''': Example question from a user goes here. Make sure to sign it with --&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;!&lt;br /&gt;
*'''A''': Administrator candidate's answer goes here.&lt;br /&gt;
&lt;br /&gt;
==Public Discussion==&lt;br /&gt;
:Discuss things here, yay&lt;br /&gt;
&lt;br /&gt;
Shaun White kicked. Seriously. --[[User:Albedo|Albedo]] 10:50, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Votes==&lt;br /&gt;
===Support===&lt;br /&gt;
# '''Strong Support'''  --[[User:Kwieland|Kwieland]] 18:44, 18 February 2010 (UTC), great df player, lots of experience, good editing skills, practices the '''be bold''' meme.&lt;br /&gt;
# '''Support''' positive contributions to the Wiki --[[User:MathFox|MathFox]] 16:50, 21 February 2010 (UTC)&lt;br /&gt;
# '''Strong Support''' - Easily one of the best users we have on this wiki. He's dedicated, smart, has a clear direction for the site and has been helping since before I was around. Great choice. [[User:SirPenguin|SirPenguin]] 19:51, 21 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Oppose===&lt;br /&gt;
# '''OPPOSE''': Blah blah blah, here's why, signature&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
# '''NEUTRAL'''| blah blah blah here's why signature&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46878</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46878"/>
		<updated>2009-06-04T15:15:29Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: /* Revamp plan */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;br /&gt;
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)&lt;br /&gt;
::::Except there were no socks or sandals lying outside the walls, only bolts. --[[User:Myroc|Myroc]] 10:11, 16 February 2009 (EST)&lt;br /&gt;
:::::Oh, I didn't see that part. Whoops. Um, in that case I have no idea how this would happen. I'm rather certain they can't go through walls, as they are no different from a normal creature. Go check the raws, and see if it has anything &amp;quot;funny&amp;quot; in for kobolds.--[[User:Destor|Destor]] 10:22, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Some thieves can bypass traps&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
This phrase seems to imply that it's only a rare breed of thieves that bypass traps, but I've got an entire tunnel of 30+ layers of cage traps, and I've watched kobold thieves run in and out with impunity (though they've never made it through the war dog pit for obvious reasons).  Would stonefall / weapon traps work better, or are they just completely immune? &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 03:59, 31 May 2009 (UTC)&lt;br /&gt;
:If I remember correctly, Kobold thieves will always walk right through traps regardless of type. I'm not sure if goblins will or not. Theres something in the raws like trap immune or something along those lines, so those creatures will only trigger traps by falling unconscious on them, if then. --[[User:Silver|Silver]] 06:17, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revamp plan ==&lt;br /&gt;
&lt;br /&gt;
I plan on revamping this page later today or tomorrow. Things I plan on adding/changing:&lt;br /&gt;
&lt;br /&gt;
-Distinguishing snatchers/thieves&lt;br /&gt;
-Defense against thieves&lt;br /&gt;
-Why thieves come, what they lead to&lt;br /&gt;
-Races/types of thieves&lt;br /&gt;
-etc.&lt;br /&gt;
&lt;br /&gt;
Anything else you guys can think of? I also want to add some facts, such as artifacts being able to be stolen, etc.&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9854</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9854"/>
		<updated>2009-05-16T04:53:36Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Took out redundent info about insanity and instead linked to the insanity page. Also minor spelling/grammatical corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Civilian dwarves and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not. Babies and non-recruit members of the military cannot create artifacts.&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each dwarf is assigned a weight based on [[profession]]. The default weight is 6, but the following professions are more likely to enter a strange mood.&lt;br /&gt;
{|&lt;br /&gt;
! Weight !! Professions&lt;br /&gt;
|-&lt;br /&gt;
||11 || Woodworker, Carpenter, Bowyer, Stoneworker, Mason&lt;br /&gt;
|-&lt;br /&gt;
||21 || Metalsmith, Weaponsmith, Armorer, Blacksmith, Metalcrafter, Jeweler, Gem Cutter, Gem Setter, Craftsdwarf, Woodcrafter, Stonecrafter, Leatherworker, Bone Carver, Weaver, Clothier, Glassmaker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200.  It is unknown whether mined-out rock counts as an &amp;quot;item created&amp;quot;, or whether bolts and units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).  Using [[Exploratory mining|exploratory methods]] is a great way to increase your artifact limit.&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftsdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Siege engineer]]&lt;br /&gt;
| [[Mechanic's workshop]]{{Verify}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftsdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Building designer|Architect]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves will use any stone including [[economic stone]] regardless of your economic stone settings. They will still ignore [[forbidden]] items, which must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) in order for them to use them for their strange mood project. You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another type of bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.&lt;br /&gt;
&lt;br /&gt;
Note though that if a dwarf has a personality preference for a specific material, such as Bismuth or Iron, then that specific sub type of material may be required, &amp;lt;!-- (verified by Mephansteras 9/30/2008) --&amp;gt;such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]]. For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material they want.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); Weavers, an article of clothing; Tanners, a leather armor or object. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat. Artifact weapons in weapon traps can also boost a room's value considerably, as in the case of trap components weapons.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go [[insane]] and cancel the artifact.&lt;br /&gt;
A dwarf which is [[melancholy]] or [[stark raving mad]] are harmless, though [[berserk]] dwarves will attack at random. You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed, or unpowered after claiming) will cause insanity. Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Insanity]]&lt;br /&gt;
*[[Artifact]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stark_raving_mad&amp;diff=49012</id>
		<title>Stark raving mad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stark_raving_mad&amp;diff=49012"/>
		<updated>2009-05-16T04:50:55Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Redirected page to Insanity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[insanity]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Expedition_leader&amp;diff=28482</id>
		<title>40d Talk:Expedition leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Expedition_leader&amp;diff=28482"/>
		<updated>2009-05-12T04:08:27Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it known if a dwarf's personality traits currently affect their social skills?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== choosing, ==&lt;br /&gt;
&lt;br /&gt;
for me the one who is chosen is the first dwarf, is this for anyone else? --[[User:LrZeph|LrZeph]] 02:05, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Not consistently IME. In one of my recent games, where I'd chosen the starting skills on the assumption that the first dwarf will be the leader, that turned out not to be the case. Since then I've been assigning my chosen leader a level of the [[Judge of Intent]] skill, which seems to have been working pretty consistently (although it's only been a handful of embarkations since). --[[User:Raumkraut|Raumkraut]] 09:17, 19 June 2008 (EDT)&lt;br /&gt;
::I heard somewhere that the [[Manager]] skill weights the leader choosing pretty heavily, and that's been my experience. I've had dwarves with high Judge of Intent get passed over, but once I throw the (otherwise unnecessary, it builds so fast) Manager skill in there, they're almost always picked. If they're not, don't worry. They'll be replaced by the mayor soon enough, and all the more important starting noble positions (like [[Broker]]) can be replaced by the player on the nobles screen. --[[User:Zombiejustice|Zombiejustice]] 11:39, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Merging==&lt;br /&gt;
&lt;br /&gt;
Can't this section simply be merged into the Mayor section? They're the same position with the same duties. This one is just the level &amp;quot;below&amp;quot;.&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1693</id>
		<title>40d:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1693"/>
		<updated>2009-05-11T19:55:25Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''door''' (called a '''portal''' when made of glass) is a piece of [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[glass]] (at a [[glass furnage]]), or [[metal]] (at a [[metalsmith's forge]]). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}.&lt;br /&gt;
&lt;br /&gt;
Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the &amp;quot;value&amp;quot; of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.&lt;br /&gt;
&lt;br /&gt;
Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.&lt;br /&gt;
&lt;br /&gt;
Doors may be hooked up to a [[lever]], in which case they will operate exactly like a [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
== Door settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A door set to Forbidden is impassable to everyone in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf. This also affect the door's permeability to wild animals - a tightly closed door is a good way to keep wild animals from blundering into your fort.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A door set to external functions as a [[wall]] when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Building&amp;quot; doors ==&lt;br /&gt;
&lt;br /&gt;
After constructing a door at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture. Doors can now be placed on any open square adjacent to a wall. Locked doors and [[statue]]s do not count as walls for door-building purposes anymore. For the same result of the statue-door-move statue trick in previous versions to build an infinite line of doors, instead use a constructed wall segment. Doors will not &amp;quot;fall down&amp;quot; when the constructed wall is removed. They will, however, fall down if a non-constructed wall they are attached to is mined out and they have no other support.&lt;br /&gt;
&lt;br /&gt;
== Door construction ==&lt;br /&gt;
&lt;br /&gt;
A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. Doors cannot be built on top of other doors &amp;amp;ndash; there must be a floor. Stairs and ramps, of course, cannot be built on top of doors either.&lt;br /&gt;
&lt;br /&gt;
== Door strength ==&lt;br /&gt;
&lt;br /&gt;
Trolls and most megabeasts can destroy doors. All doors. There are no exceptions. &amp;lt;small&amp;gt;Run.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
(Conversely, ''any'' door is completely invulnerable to anything that isn't a building destroyer. Therefore, a glass portal can stop an Elite Hammergoblin.)&lt;br /&gt;
&lt;br /&gt;
==Doors ajar==&lt;br /&gt;
Sometimes [[dwarves]] will leave items in [[door]]s, propping them open. Having a door open when it should be closed can lead to all sorts of disasters with [[water]], [[magma]] and hostile [[creatures]]. It is also impossible for a door to be forbidden or &amp;quot;tightly closed&amp;quot; while propped open, further complicating matters. One way to avoid this problem is the use of a door, chamber and then another door.  This decreases the likelihood that both doors will be jammed.&lt;br /&gt;
&lt;br /&gt;
To remove an item from a doorway designate a [[garbage dump]] (preferrably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labour enabled will come along and shift it.&lt;br /&gt;
&lt;br /&gt;
If you don't want to designate the item for dumping (or can't, if it's owned by an individual dwarf) you can clear the area by dismantling the door and rebuilding it. Dwarves always clear the area when they build things. &amp;lt;bR&amp;gt;Select the door with {{k|q}} and then press {{k|x}} to order the door dismantled. Reconstruct the door in the same way as building a new one.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=37555</id>
		<title>40d:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=37555"/>
		<updated>2009-05-11T18:50:17Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, [[dwarf|dwarves]] do have days off; sooner or later, all dwarves will go '''on break''' for some time. There is nothing you can do to stop it happening, but at least it's less annoying than [[parties]]. A dwarf will still go on a break even if they hadn't been doing any work at the time.&lt;br /&gt;
&lt;br /&gt;
==How to stop breaks==&lt;br /&gt;
They will take more breaks if they are thirsty or have no access to [[alcohol]]. Give them lots of booze to keep them active.&lt;br /&gt;
&lt;br /&gt;
You can cancel dwarves' breaks by [[draft]]ing them into the military and then immediately releasing them. This causes an unhappy [[thought]] if the dwarf has no military [[skill]]s at novice or better. Some players consider this an [[exploit]], while others think it is balanced by the unhappy thought.  If all your dwarves have novice in even a single military skill, however, there will be no unhappy thought.  You could rationalize this as having &amp;quot;military culture&amp;quot; at your fort if you wanted, but it's definitely an exploit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29381</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29381"/>
		<updated>2009-05-10T17:17:55Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Major revamp of the insanity section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Insanity''' causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop [[Food|eating]], [[Alcohol|drinking]] and even [[sleep|sleeping]]. Insanity comes in three flavors: melancholy, stark raving mad and berserk. &lt;br /&gt;
&lt;br /&gt;
The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their [[friends]] and [[Relationships|family]].  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends [[Rot|decaying]] on open air.&lt;br /&gt;
&lt;br /&gt;
Even [[children]] and [[babies]] can be afflicted by insanity. And yes, that is awesome.&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
&lt;br /&gt;
Certain events/conditions can drive a dwarf insane. It is not possible to force insanity, only to foster its growth.&lt;br /&gt;
&lt;br /&gt;
* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].&lt;br /&gt;
* Being very [[thought|unhappy]] or miserable for a long time. Unlike a failed mood, this is not a guaranteed insanity, and dwarves can remain unhappy  for many months without snapping.&lt;br /&gt;
* [[diplomat|Diplomats]] and [[merchant|merchants]] who are trapped inside your fortress for a long time will also go insane, even though you do not technically &amp;quot;own&amp;quot; them. This includes their pack [[animals]] used to haul the goods. A caged diplomat will go insane immediately (e.g. if he falls [[unconscious]] while standing on [[cage trap]])&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity. It is only possible for a dwarf to be one type of insanity, and it is believed to be assigned randomly.&lt;br /&gt;
&lt;br /&gt;
* Stark raving mad (Running around babbling!)&lt;br /&gt;
:The afflicted dwarf will drop all of their items (including [[clothes]]) one by one until they are entirely naked. They will then wander your halls (or sometimes stick to their [[room]]) babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyways.&lt;br /&gt;
&lt;br /&gt;
* Melancholy (Stricken by melancholy...)&lt;br /&gt;
:The afflicted dwarf is overcome by depression and will seek out ways to end their life. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death.&lt;br /&gt;
&lt;br /&gt;
* Berserk (In a berserk rage!)&lt;br /&gt;
:The afflicted dwarf attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[artifact]] weapon); [[war dog]]s will quickly pull down an unskilled dwarf though.&lt;br /&gt;
:The dwarf in question becomes an enemy to your civilization, meaning your [[military]] will engage him and the berserk dwarf can set off traps.&lt;br /&gt;
&lt;br /&gt;
==Dealing with insanity==&lt;br /&gt;
&lt;br /&gt;
As stated, there is no cure for the insane. But there are ways you can deal with dwarf quickly and efficiently which can have little impact on your fort's health. Of course, that isn't always as [[fun]].&lt;br /&gt;
&lt;br /&gt;
*Lock the [[door]].&lt;br /&gt;
:Of course this only works if your insane or soon-to-be-insane dwarf is in a lockable room. But insane dwarves - even the berserk kind - cannot get by a door. You can then wait for them to starve themselves to death.&lt;br /&gt;
&lt;br /&gt;
*Station your military around them&lt;br /&gt;
:If you suspect a dwarf is about to go insane, whether from misery or a failed mood, you can station a squad of soldiers by them&lt;br /&gt;
:This is the best solution to dealing with a berserk dwarf. Better they charge into an axe than an unlucky [[mason]] walking along.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have a cliff and that the bottom is accessible&lt;br /&gt;
:As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can quickly bury the corpse and fetch his items.&lt;br /&gt;
&lt;br /&gt;
==Insanity in Adventure Mode==&lt;br /&gt;
&lt;br /&gt;
In [[Adventure Mode]], it is possible to have your adventurer become stark raving mad, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18269</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18269"/>
		<updated>2009-05-08T04:57:21Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: A few minor changes to make things more clear, and help link moods -&amp;gt; artifacts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). [[Dwarves]] that create an artifact are always granted the status of [[legendary]] unless they were [[Strange_mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] or in an appropriate [[stockpile]] as soon as they are made. They can then be used just like other items, but not sold. However, be warned that when a dwarf equips an artifact item (as a weapon or armour) he will never drop it, and may even carry around several artifact weapons in each hand{{version|0.27.176.38c}}. Of course, you might not see a champion [[swordsdwarf]] wielding eight artifact [[adamantine]] scimitars at once as a bad thing.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a [[chasm]] or dropped to the [[magma]]. They ''can'' be stolen by marauding parties; an artifact lost to you will have a note to that effect in the Artifacts screen(press {{k|l}}).&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details). Once the dwarf has started to construct the artifact, you can also use {{k|t}} to see exactly what materials they have claimed.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that artifacts can be made out of materials that normally could not produce the base [[furniture]] or item in question. For example, you may get [[platinum]] [[armor]] or even [[bone]] [[doors]]. Further, these artifacts could be produced in workshops by professions that could not normally build such an item, such as the previously mentioned bone door being made by a [[bonecarver]] in a [[Craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Workshops which normally require fuel ([[Forge]], [[Glass furnace]]) do not require and will not use fuel to make an artifact at that shop.  Magma versions which lose power, however, will immediately cause the moody dwarves mood to end (with disastrous consequences).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Currently, some artifacts can be used just like all other items, except that it cannot be traded to [[caravan]]s.  Artifacts of types which can be built ([[furniture]], [[animal trap]]s, [[chain]]s, etc...) can be built as normal.  Often artifacts of this nature are used to meet noble room requirements or establish high-quality dinning halls as a single artifact is typically capable of bumping a room up to royal quality on its own, however a particularly poor artifact may turn it to at least grand.  Object types which are used for storage in stockpiles ([[bin]]s, [[barrel]]s) will be used by your dwarves without regard to their status.  &lt;br /&gt;
&lt;br /&gt;
Object types which require a dwarf to wear or use the item will generally not be used by your dwarves, with the exception of artifact weapons and armor.  Artifact weapons and armor can be used by elite and [[champion]] warriors, although these warriors will refuse to relinquish ownership of the item even if you instruct them to wield different weapons or wear different armor - only their death will free up the artifact for reassignment.  This means that an artifact axe can be wielded by your elite or better axedwarf, but could not be used for woodcutting. Similarly, an artifact pick will never be used by your miners.  &lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
Artifact items have a [[quality|quality modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[item value#Base values of items|base value]], its [[decoration]]s and the value of all [[item value#Material multipliers|material]]s used in its construction.&lt;br /&gt;
&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; decoration of the same type as its base material. For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.  &lt;br /&gt;
&lt;br /&gt;
Item types which normally require multiple objects to create (such as Platemail) will cause the moody dwarf to acquire that number of objects, but each such object will also contribute a decoration - basically, the item receives multiple free decorations.  For example, artifact gold platemail will use a minimum of 3 objects (3 bars of gold), and have 3 gold decorations.  &lt;br /&gt;
&lt;br /&gt;
Artifacts can range in value from 2,400☼ (all-stone furniture or finished good) to 7,200,000☼ (full-decorated adamantine Platemail). Since [[immigration]] totals are - among other factors - based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are often the driving factor behind how many immigrants show up in the first years.&lt;br /&gt;
&lt;br /&gt;
Artifact [[armour]] and [[weapons]] have a high damage/protection modifier, at least greater than a similar [[iron]] item of basic quality. Though even [[steel]] artifacts will not surpass basic quality adamantine items. Note that the material of a [[crossbow]], artifact or not, does not change its shooting abilities, only its viability in melee.  However, higher quality crossbows shoot better.  For example, a masterpiece crossbow will shoot better than a finely crafted one.{{verify}}  Only dwarves with hero status{{verify}} will use artifact weapons or armor.&lt;br /&gt;
&lt;br /&gt;
It is possible artifact makers may occasionally glitch in the number of goods needed, with a corresponding increase in value (eg, [http://www.bay12games.com/forum/index.php?topic=28232.0 this monstrosity]).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Moods]]&lt;br /&gt;
*[[Item value]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=208</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=208"/>
		<updated>2009-04-22T20:09:06Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: Fixed broken Jreengus blog link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
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Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Linux, Mac and Windows, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]]. The wiki currently has '''{{NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Your first fortress]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (recent)&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
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| [[Tilesets]]&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2917631 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=85511 Penny-Arcade Thread (new 3/15/09)],  [http://forums.facepunchstudios.com/showthread.php?t=654791 Facepunch Studios Thread], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931 Ars Technica Thread],  [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked.com Forum Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion (temporary forum)] [http://calref.co.cc/forums/index.php?topic=293.0 Calamity Refuge Forums Thread (slightly stagnant)]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://www.striketheearth.com/ Strike The Earth!], [http://jreengusoccuring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog]&lt;br /&gt;
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| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org &lt;br /&gt;
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| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
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[[Category:Wiki]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=145</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=145"/>
		<updated>2008-09-15T19:36:41Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
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{{Colored Notice Box|#00f|&lt;br /&gt;
  &amp;lt;p&amp;gt;'''The latest Dwarf Fortress version is v{{current/version}}, released {{current/lastupdate}}.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
  &amp;lt;p&amp;gt;Please ensure that all information added is ''accurate for the latest version''. The&lt;br /&gt;
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&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Mac and Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;!-- &lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;witdh: 33%&amp;quot; | * [[Your first fortress]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | * [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (older)&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
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| style=&amp;quot;witdh: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
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| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Modding|Modding]]&lt;br /&gt;
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| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known bugs and issues]]&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2917631 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=58103 Penny-Arcade Thread],  [http://forums.facepunchstudios.com/showthread.php?t=517568 Facepunch Studios Thread], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/783000928831 Ars Technica Thread],  [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | IRC Channels:&lt;br /&gt;
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org&lt;br /&gt;
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| [http://archive.dwarffortresswiki.net Old Wiki]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[ru:Заглавная страница]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36569</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36569"/>
		<updated>2008-07-26T17:48:29Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|39}}|{{#expr: ({{rand2|10}}+29)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--35--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Incendia est vestri socius, vestri telum, vires Mons-montis Domus.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;&amp;quot;After I finished the last quest he had for me, he told me 'When you wake up in the morning, go with Bengel Trustbite the Feral Armors.'  So now I'm carrying around the body as a backup throwing weapon.&amp;quot; - [[Demonic Gophers]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim&amp;diff=26289</id>
		<title>40d:Reclaim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim&amp;diff=26289"/>
		<updated>2008-07-22T17:48:42Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you looking to reclaim a lost fort? You may want to look at [[Reclaim fortress mode]].&lt;br /&gt;
&lt;br /&gt;
'''Reclaim''' is the opposite of [[forbid]]. Allows an item to be used by your Dwarves that has been forbidden, whether it's going to be hauled or used in construction. It's needed to use items found when you reclaim a fortress or build a fort near an existing settlement, as all items are auto-forbid.&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Undead&amp;diff=31997</id>
		<title>40d:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Undead&amp;diff=31997"/>
		<updated>2008-07-22T17:38:41Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[animal]]s can be encountered in [[skeletal]] or [[zombie]] varieties when visiting a [[haunted]], [[sinister]] or [[terrifying]] [[biome]].  The type of '''undead''' animal is the same as the animals which would be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s can be also be undead.&lt;br /&gt;
&lt;br /&gt;
Undead are highly aggressive and will attack and chase any living creature that approaches them.  Zombie animals move slowly, so [[dwarves]] can usually escape them.  Skeletal animals are fast and strong, making them very dangerous.&lt;br /&gt;
&lt;br /&gt;
Zombies start with a brown [[wound]] to all of their organs, skeletons start with grey (missing) wound status on all their organs.  Both types appear to be immune to critical hits against organs, although they can still be dismembered.&lt;br /&gt;
&lt;br /&gt;
When defeated, a zombie leaves a rotten [[corpse]] which should be disposed of to avoid [[miasma]].  It will eventually rot completely to leave a pile of [[bone]]s.  Skeletal creatures leave a [[skull]] and [[bone]]s, which can be used immediately by a [[bone carver]].&lt;br /&gt;
&lt;br /&gt;
Undead [[trees]] show on the map as {{gametext|Dead Highwood}}, but an undead {{gametext|Dead Highwood Sapling}} will still mature into a full grown tree.  After cutting down, the [[log]]s are indistinguishable from those cut from a living tree.&lt;br /&gt;
&lt;br /&gt;
Undead [[shrub]]s and grass are useless, though these tainted lands contain a mix of living and dead plants.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=2963</id>
		<title>40d:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood&amp;diff=2963"/>
		<updated>2008-07-22T17:09:40Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wood''' is produced by [[designations|{{Key|d}}esignating]] {{Key|t}}rees to be chopped down.  Any dwarf with the [[Wood Cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees (which will turn them into '''logs''', the raw form of wood).&lt;br /&gt;
&lt;br /&gt;
Wood can be bought off of the elven, dwarven and human caravans.  Often these caravans have useful goods made of wood, such as barrels.  The wagon you start the game with can be dismantled for three tower-cap logs. It should also be noted that Wood is only 3☼ when embarking. It may be wise to take anywhere from 50-100 logs with you in order to jumpstart your [[wood industry]].&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which takes three years.  Saplings will randomly appear in appropriate outdoors soil to provide a slow (but steady) supply of wood. If you have found certain underground cave features (ie [[Cave Pool|cave pool]], or [[cave river]]), muddy, [[smoothing|unsmoothed]] areas underground will spawn [[tower-cap]] mushrooms, which can also be harvested for wood.  Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
Every different type of log (chestnut, ash, maple, etc.) is functionally the same except for their weights.  Feather tree wood is particularly light.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
All Woods/Biomes are taken directly from the Raws&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Temperate Forest]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Tropical Forest]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Taiga]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Flatland]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Swamp]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Desert]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18093</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18093"/>
		<updated>2008-07-22T05:08:45Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elves and Animals ==&lt;br /&gt;
&lt;br /&gt;
Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven warnings ==&lt;br /&gt;
&lt;br /&gt;
The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven traders ==&lt;br /&gt;
&lt;br /&gt;
I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blood Covering?==&lt;br /&gt;
&lt;br /&gt;
I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speaking with Halfmen ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
&lt;br /&gt;
== Elves as of .39c ==&lt;br /&gt;
&lt;br /&gt;
I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10459</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10459"/>
		<updated>2008-07-22T04:56:29Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: /* Magma vs. Built Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanos are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it.     &lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, a layer of [[flux]] for steel production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and pressure plates work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed walls of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is never pressurized, it seeps out of holes slower than water and slow enough for any dwarves to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* Workshops that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed [[wall]]s of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s and [[screw pump]]s.  Unsafe materials will function for a while, but then burn away.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite or raw adamantine, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: Observation.  I have witnessed Magma &amp;quot;blurp&amp;quot; up through a channel, while working with a Volcano.  In this particular case, a floor built in the volcano, 1 z level down.  (This level was created by dropping water into the volcano from overhead, create a obsidian layer.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22240</id>
		<title>40d Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22240"/>
		<updated>2008-07-20T01:01:14Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Calendar'' isn't even a term used in DF; what makes you think it should be highlighted in '''bold''' and be the redirect for '''season'''? I'm being picky, but why would anyone -search- for calendar? I'd argue this is a meta information page (guide?) that which doesn't deserve a direct search term. (In opposition to Season being Redirected here). Thoughts? --[[User:Markavian|Markavian]] 14:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Not to rain molten death on your rant, but my game actually says: &amp;quot;Autumn has arrived on the calender.&amp;quot; as the season changes. So it is used in the game. But this only happens when your region also has dry and wet seasons. Not all have these, so some use the old system of reporting the seasons. This is a bit unclear, and I only figured it out after someone discussed this, and then it happend to me. So what terminoligy the game uses depends on your [edit]strike this: 'version'[/edit] type of map, such as desert or ice. --[[User:Soyweiser|Soyweiser]] 15:01, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Depend of the version? I'm not sure I really understand what that mean, but if it's not in use in the new version then it should not be done here. There is an archived wiki for the older version... --[[User:Eagle of Fire|Eagle of Fire]] 16:24, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I meant the version of the map you are playing on. Of course I'm talking about the newest version of the game. Sorry for the confusion. But I meant the type of the map you are playing on instaid of version.  --[[User:Soyweiser|Soyweiser]] 17:18, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;...has arrived on the calender&amp;quot; is used to differentiate calendar seasons from local seasonal patterns (i.e. &amp;quot;summer&amp;quot; and &amp;quot;winter&amp;quot; don't mean much in a desert, &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; season mean everything). It is used in the current version, and I think anyone wishing to know about the dates and months would search for &amp;quot;calendar&amp;quot;. That's what I searched for. The word &amp;quot;season&amp;quot; doesn't cover things like names of the months and length of the year. [[Season]] could have it's own article or not, but calander should stay, IMO. --[[User:Turgid Bolk|Turgid Bolk]] 16:35, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: ''Yay for molten death, and healthy discussion.'' I like the coloured table of seasons, the content of the article is good. I did not know about the &amp;quot;Autumn has arrived on the calender&amp;quot; type messages, that should definitely be added if its a fact. I suppose the question is; how would separate Calendar and Season pages differ? If they don't differ enough, then they should stay merged. I think 'farming' is the more useful topic for seasons, I would like to see a short definition of 'A season' and 'Farming seasons' on a season page, with a healthy pointer to this Calendar page for more information about the dwarven year. At least there would be a definition for 'Season' which I feel is missing from the Calendar page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== How Long is a Year? ==&lt;br /&gt;
&lt;br /&gt;
Time seems to pass more slowly in the new version, even with the same frame rate, so the number of frames/ticks per day must have increased.  Has anyone yet bothered to measure the duration of a day?  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:41, 13 November 2007 (EST)&lt;br /&gt;
:My own personnal guess would be to blame the greatly increased pathing calculation that the game need to do now that we can span the game over several levels. Not only does the game have to make calculation for your dwarves, but if there is some kind of chasm (I have one in my current fortress) it also need to calculate their pathing and AI behavior too. Not to talk about wilderness animals. Add to that weather (which can also have to be calculated on a nonfixed area, which mean it can be greater than the last version), water flow calculation (very well made but ought to take a little weight on the CPU), etc... --[[User:Eagle of Fire|Eagle of Fire]] 23:16, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The number 100,800 is used all over the place in the game code, in various time-related uses.  I ''think'' it's the length of a month in game ticks.  Unfortunately for this idea, the number 12*100,800 does not occur at all in the game code.  It's possible, then, that 100,800 is the number of, call them tocks, that are in a game year, with an unknown ratio between ticks and tocks.  So that's not much help.  Anyway, it is suggestive that 100800 is divisible by (12*28).  Is it really possible that there are only 300 ticks in a day?  I don't think so.  More info as I discover it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 19 November 2007 (EST)&lt;br /&gt;
::I had read on the forums that one day is 1200 ticks.  100800/1200 = 84 which is how many days there are in a season.  So 100800 would be the number of ticks(frames) in a season --[[User:Karlito|Karlito]] 01:07, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current version changes ==&lt;br /&gt;
&lt;br /&gt;
39a and beyond has brought about quite a few changes. We should try to compile a list and update the page. Here's some off the top of my head.&lt;br /&gt;
&lt;br /&gt;
-Time seems to be flowing even slower now.&lt;br /&gt;
-The world doesn't stop at a fixed value anymore.&lt;br /&gt;
-Ages also are not fixed, and depend on the status of the world.&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=22183</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=22183"/>
		<updated>2008-07-20T00:50:55Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Overall Status]] screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of [[spring]] both fall on the 1st of Granite. New Year's Eve and the last day of [[winter]] both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Granite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Slate&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Felsite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Hematite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Malachite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Galena&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Limestone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Sandstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▄|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Timber&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Moonstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|◆|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Opal&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Obsidian&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Age&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Years&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | The Age of Myth&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; | 0&lt;br /&gt;
| &amp;amp;ndash;&lt;br /&gt;
| 499&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | The Age of Legends&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; | 500&lt;br /&gt;
| &amp;amp;ndash;&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | The Golden Age&lt;br /&gt;
| style=&amp;quot;text-align: right&amp;quot; | 1000&lt;br /&gt;
| &amp;amp;ndash;&lt;br /&gt;
| 1050&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm [[summer]]s and colourful [[autumn]]s. The seasons correspond to growing seasons from the [[farm]] plot {{k|q}} menu, which dictate what can be grown when during the year. See the [[List of crops]].&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Climate&amp;diff=33637</id>
		<title>40d:Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Climate&amp;diff=33637"/>
		<updated>2008-07-20T00:46:22Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Climate''' in Dwarf Fortress is a temperature rating only; actual ground cover is called a [[biome]].  In order from hottest to coldest, they are:&lt;br /&gt;
&lt;br /&gt;
=== Scorching ===&lt;br /&gt;
* Stagnant ponds dry up immediately.  [[River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
=== Hot ===&lt;br /&gt;
* In dry biomes, stagnant ponds may evaporate during dry [[season]]s (usually [[summer]]); be sure to dig out a cistern before then if you lack a river.  As of 39a, ponds can now refill with the [[rain]], allowing more diverse climates to be settled.&lt;br /&gt;
&lt;br /&gt;
=== Warm ===&lt;br /&gt;
* (no effect)&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
* Surface pools and rivers will freeze for part of the year.  The length of freeze varies:  They may start out frozen, thaw sometime during [[spring]], and remain liquid until [[winter]], or they may start out liquid and freeze for only a month or so in winter.  If temperature is turned off, water cannot freeze or thaw.&lt;br /&gt;
&lt;br /&gt;
=== Cold ===&lt;br /&gt;
* Surface pools and rivers are usually frozen but usually thaw for a few months in each year.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
* Surface pools and rivers remain frozen throughout the year; you must use a source of heat (such as [[magma]]) to obtain liquid water.&lt;br /&gt;
* If temperature is turned on, exposed [[dwarves]] and livestock may quickly freeze to death.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weather]]&lt;br /&gt;
[[Category:world]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weather&amp;diff=22204</id>
		<title>40d:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weather&amp;diff=22204"/>
		<updated>2008-07-20T00:44:20Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weather''' changes with [[season]]s, and brings [[wet]], [[cold]], [[hot]], and [[dry]] conditions. It can be turned off by editing init.txt. This takes some load off of the CPU and can result in noticeably faster game play.&lt;br /&gt;
&lt;br /&gt;
==Rain==&lt;br /&gt;
Rain is an event occurring at random intervals. The message &amp;quot;It has started raining&amp;quot; appears when it begins to rain. Rain has multiple effects: It cleans blood off of surfaces, fills murky pools, and can give a dwarf an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
As stated above, when a rain hits a tile labled as a [[murky pool]], it'll fill it up with 1/7 water. While not much, it can really help maps without 'unlimited' water supplies, such as [[river]]s and [[brook]]s. &lt;br /&gt;
&lt;br /&gt;
Rainfall occurs in [[temperate]] to scorching maps.&lt;br /&gt;
&lt;br /&gt;
==Snow==&lt;br /&gt;
In [[winter]], instead of raining it will snow. Snowing has very similar effects to rain, but instead of leaving &amp;quot;wet&amp;quot; squares, it&lt;br /&gt;
will cover outdoor tiles with snow, including frozen pond tiles. &amp;quot;A snowstorm has arrived&amp;quot;, is the message you receive when getting a snowstorm. In the event of a snowstorm, snow will slowly cover the surface the map with snow, and any [[dwarf]] caught in one may get an unhappy thought from it. &lt;br /&gt;
&lt;br /&gt;
Snowstorms will occur in winter on temperate to freezing maps. &lt;br /&gt;
==See also==&lt;br /&gt;
*[[Climate]]&lt;br /&gt;
*[[Biome]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17955</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17955"/>
		<updated>2008-05-07T04:11:41Z</updated>

		<summary type="html">&lt;p&gt;SirPenguin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent{{verify}} [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the trees in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without wagons in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: armor and clothes too large to wear, inferior wooden weapons, inferior booze, inferior redroot dye, bows and arrows. They are very picky about what they will accept in return: Elven traders do not like to be offered any dead animal or tree byproducts.&lt;br /&gt;
&lt;br /&gt;
Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&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;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.  [[Vomit]] may also have this effect{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as plump helmets, seeds, and ☼Dwarven syrup biscuits[45]☼. 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. This also applies to goods in barrels. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, furniture, or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in forests on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
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Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and shields if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one size larger than dwarves, which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.&lt;br /&gt;
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Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as snakemen and batmen) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
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{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>SirPenguin</name></author>
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