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		<id>https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=287891</id>
		<title>Creature</title>
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		<updated>2023-01-24T20:04:15Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Tribesmen to underground tribes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{Category|Creatures}}&lt;br /&gt;
[[File:animals_preview.png|370px|right|Many, many animals.]]&lt;br /&gt;
[[File:creatures_many.png|thumb|right|124px|Many creatures packed into one area. ASCII mode.]]&lt;br /&gt;
In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways.&lt;br /&gt;
&lt;br /&gt;
Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]]. Some creatures are randomly and procedurally generated, meaning they could have many different sprites in-game. Creatures of that type may have just one to a few sprites showcased out of many in the list below. A question mark placeholder may also be shown instead.&lt;br /&gt;
&lt;br /&gt;
Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[worm]]s).&lt;br /&gt;
&lt;br /&gt;
Many standard-sized creatures in the game take the space of a single tile, while many giant versions of creatures, including many types of beasts, may take up the space of more than one tile. There are roughly 680 creatures in the game.&lt;br /&gt;
==Spawning==&lt;br /&gt;
The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token|creature token]]s in the [[raws]] that deal with creature spawning:&lt;br /&gt;
*&amp;lt;tt&amp;gt;[FREQUENCY:X]&amp;lt;/tt&amp;gt;: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. &lt;br /&gt;
*&amp;lt;tt&amp;gt;[CLUSTER_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines ''how many'' creatures will appear at one time on a map.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[POPULATION_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines the ''total number'' of this type of creature that can ever visit your fortress. The exact number varies depending on the map. For example, [[deer]] have a &amp;lt;tt&amp;gt;[POPULATION_NUMBER:15:30]&amp;lt;/tt&amp;gt;, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
* '''Graphic:''' The sprite assigned to the creature. Seen only in the [[Premium version|Steam version]].&lt;br /&gt;
* '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
* '''Name:''' The name of the creature as it displays in-game.&lt;br /&gt;
* '''Playable:''' If &amp;quot;No&amp;quot;, the creature is not playable in any modes. &amp;quot;Fort&amp;quot; indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). &amp;quot;Adv&amp;quot; indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.&lt;br /&gt;
* '''Hostile:''' If &amp;quot;Yes&amp;quot;, then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral, or friendly. [[Undead]] creatures are always hostile to living things.&lt;br /&gt;
* '''Food Source:''' If &amp;quot;Yes&amp;quot;, then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.&lt;br /&gt;
* '''Adult Body Size:''' The average [[size]] of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. This value represents the creature's volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
* '''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
* '''Biome:''' Where the creature can be found.&lt;br /&gt;
* '''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
Note: If you wish to view alternate ways of sorting creatures, such as sorting creatures by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main races====&lt;br /&gt;
These are intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits|Banditry]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dwarf|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elf|symbol=e|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Human|symbol=U|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and cities|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goblin|symbol=g|color=7:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kobold|symbol=k|color=6:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and less general hostility, good for a newer player to learn the basics.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Underground Tribes ====&lt;br /&gt;
Intelligent [[animal people]] that form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers.&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Amphibian man|symbol=a|color=6:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Antman|symbol=a|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bat man|symbol=b|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave fish man|symbol=f|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,500|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave swallow man|symbol=s|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Olm man|symbol=o|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,100|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Reptile man|symbol=r|color=2:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Rodent man|symbol=r|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Serpent man|symbol=s|color=7:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether an animal person civilization treats you as hostile or not seems random. {{verify}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Ant-men body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Livestock and Domestic Animals ===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creatures that have long been [[Domestic animal|domesticated]] and either play a part in the [[meat industry]] or are simply [[pet]]s to keep dwarves company. Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans.  Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alpaca|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:peafowls_sprite_anim.gif]]|name=&lt;br /&gt;
Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cat|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:chickens_sprite_anim.gif]]|name=Chicken|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cow|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:dogs_sprite_anim.gif]]|name=Dog|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Donkey|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goat|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mule|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:wagon_sprite.png|x40px]]|name=Wagon|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beasts and Monsters===&lt;br /&gt;
All kind of monstrous creatures that roam the land and underground caverns, including: [[Semi-megabeast]]s, [[megabeast]]s, and randomly generated ones that can take any form. all very powerful and can easily be game-ending.&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cyclops|symbol=C|color=4:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ettin|symbol=E|color=6:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant|symbol=G|color=3:0:0|food=No|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Minotaur|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=&lt;br /&gt;
Bronze colossus|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragon|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hydra|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roc|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Procedurally generated====&lt;br /&gt;
These creatures are procedurally generated, and different for every savefile.  Their raws may be extracted from the world.dat file in uncompressed save folders.&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:placeholder_icon.png]]|name=Forgotten beast|symbol=&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:placeholder_icon.png]]|name=Titan|symbol=&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wild Animals ===&lt;br /&gt;
This section include wild [[animals]] their giant and humanoid counterparts. Wild animals are mostly found roaming the wilderness. Many of them are predators, while others are benign and will not attack unless being attacked first. Some will be drawn to your stockpiles to [[steals drink|steal drink]] [[Steals food|food]] or [[Steals items|something shiny]]. Some can easily overcome and yet others, can be significant threats like the dread [[elephant]].&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head|class=&amp;quot;wikitable sortable&amp;quot;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder man|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda man|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anole man|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger man|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bark scorpion man|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beetle man|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bilou|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear man|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba man|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black-crested gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black-handed gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Blizzard man|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:peafowls_sprite_anim.gif]]|name=Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bluejay man|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bonobo|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Brown recluse spider man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushtit man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin man|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cardinal man|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary man|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chameleon man|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah man|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland,  tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimpanzee|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chipmunk man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cockatiel man|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Crow man|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dark gnome|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_sprites_anim.gif]]|name=Deer|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_man_sprites_anim.gif]]|name=Deer man|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise man|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo man|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant man|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_sprites_anim.gif]]|name=Elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_man_sprites_anim.gif]]|name=Elk man|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu man|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Firefly man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flying squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Foul blendec|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox man|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aardvark|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant adder|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anole|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant armadillo|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aye-aye|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant badger|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bark scorpion|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant barn owl|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beetle|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black mamba|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bluejay|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bobcat|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant brown recluse spider|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushmaster|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushtit|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capuchin|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capybara|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cardinal|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cassowary|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chameleon|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cheetah|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chinchilla|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chipmunk|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coati|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cockatiel|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant copperhead snake|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cougar|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coyote|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crow|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant deer|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert scorpion|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]].  '''No longer exists past [[Release_information/0.42.06|0.42.06]].'''}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dingo|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant eagle|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant echidna|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant firefly|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant flying squirrel|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fox|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gazelle|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gila monster|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grackle|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grasshopper|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray langur|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray squirrel|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant great horned owl|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grey parrot|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant groundhog|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hamster|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hare|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hedgehog|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hoary marmot|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant honey badger|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hornbill|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hyena|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ibex|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant iguana|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant impala|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jackal|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jumping spider|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kakapo|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kea|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant king cobra|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kingsnake|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kiwi|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant koala|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard gecko|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion tamarin|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lizard|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lorikeet|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant louse|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lynx|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant magpie|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mandrill|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mantis|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant masked lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monarch butterfly|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mongoose|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moth|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mountain goat|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ocelot|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant one-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant opossum|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant oriole|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pangolin|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant parakeet|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peach-faced lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peregrine falcon|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant porcupine|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raccoon|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rattlesnake|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raven|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red panda|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red squirrel|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhesus macaque|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant roach|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skink|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skunk|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant slug|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snail|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snowy owl|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sparrow|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant spider monkey|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant stoat|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant thrips|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tick|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise man|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant vulture|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant weasel|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant white stork|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolf|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolverine|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wombat|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wren|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster man|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe man|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorilla|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grackle man|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland,  temperate savanna|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grasshopper man|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray gibbon|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur man|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray squirrel man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot man|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear man|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hamster man|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hedgehog man|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger man|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill man|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ice wolf|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana man|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal man|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar man|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jumping spider man|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo man|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra man|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake man|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi man|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala man|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard gecko man|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_sprite_anim.gif]]|name=Lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_man_sprite_anim.gif]]|name=Lion man|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lion tamarin man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lizard man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lorikeet man|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Louse man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx man|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magpie man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill man|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mantis man|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Masked lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monarch butterfly man|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose man|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_sprite_anim.gif]]|name=Moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_man_sprite_anim.gif]]|name=Moose man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moth man|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain gnome|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat man|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox man|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nightwing|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot man|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ogre|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orangutan|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oriole man|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_sprite_anim.gif]]|name=Ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_man_sprite_anim.gif]]|name=Ostrich man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda man|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parakeet man|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peach-faced lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pileated gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear man|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon man|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rat man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda man|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros man|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roach man|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sasquatch|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Satyr|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Siamang|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Silvery gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skink man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk man|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear man|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Slug man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snail man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sparrow man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey man|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Strangler|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir man|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thrips man|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tick man|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger man|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Unicorn|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture man|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-browed gibbon|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-handed gibbon|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar man|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Worm man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wren man|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yeti|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Subterranean====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Amethyst man|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave ogre|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blood man|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bugbat|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave blob|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave crocodile|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:cave_dragon_sprite_anim.gif]]|name=Cave dragon|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave floater|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Creeping eye|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crundle|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Draltha|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Drunian|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elk bird|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire imp|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flesh ball|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Floating guts|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gabbro man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bat|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave spider|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave swallow|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave toad|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant earthworm|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mole|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant olm|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rat|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorlak|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green devourer|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gremlin|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Helmet snake|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hungry head|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iron man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:jabberer_sprite_anim.gif]]|name=Jabberer|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Large rat|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma crab|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manera|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Molemarian|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mud man|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Naked mole dog|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Plump helmet man|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond grabber|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reacher|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rutherer|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troglodyte|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troll|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Voracious cave crawler|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aquatic====&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross man|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator man|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp,  tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Angelshark|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Axolotl man|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Basking shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver man|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blacktip reef shark|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blue shark|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefin tuna|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bull shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Carp|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cod|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Coelacanth|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Common skate|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:snapping_turtle_sprite.png]]|name=Common snapping turtle|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Conger eel|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab man|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cuttlefish man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Damselfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragonfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emperor penguin|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Frill shark|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant albatross|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant alligator|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant axolotl|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beaver|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crab|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cuttlefish|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant damselfly|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dragonfly|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grouper|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant horseshoe crab|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leech|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant loon|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mink|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moon snail|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant nautilus|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant octopus|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant otter|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant penguin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant platypus|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pond turtle|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant puffin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_red-winged_blackbird_sprite.png]]|name=Giant red-winged blackbird|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant saltwater crocodile|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sponge|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant toad|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic squid|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great barracuda|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great white shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Halibut|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hammerhead shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal man|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo man|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leech man|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal man|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Little penguin|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longnose gar|symbol=g|color=6:0:0|playable=No|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate river, temperate  lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon man|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manta ray|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Marlin|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:merperson_sprite_anim.gif]]|name=Merperson|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Milkfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink man|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moon snail man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal man|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nautilus man|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nurse shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocean sunfish|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opah|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Otter man|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin man|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:pike_sprite.png]]|name=Pike (fish)|Pike|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond turtle man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin man|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red-winged blackbird man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=River otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh,  river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea lamprey|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea monster|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea serpent|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Shortfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snapping turtle man|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale man|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spiny dogfish|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spotted wobbegong|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Squid man|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stingray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sturgeon|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swordfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tigerfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whale shark|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whitetip reef shark|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Agitation====&lt;br /&gt;
&lt;br /&gt;
Disruption of the environment, such as deforestation or overfishing, may cause the appearance of &amp;quot;agitated&amp;quot; animals. Agitated animals, regardless of their normal behavior, will directly seek out and attack dwarves. Agitation can be removed by [[Taming|taming]].&lt;br /&gt;
&lt;br /&gt;
== Night Creatures / Other ==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Night creatures===&lt;br /&gt;
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:Animated dead example anim.gif]]|name=Undead|Animated dead|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note= Formerly living creatures animated through magic.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Bogeyman|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes{{Version|0.47.01}}; All above-ground &amp;lt;sup&amp;gt;pre-&amp;lt;/sup&amp;gt;{{Version|0.47.01}}|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Experiment|symbol=Varies|color=7:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|note= Failed or successful products of experimentation on living citizens or livestock.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Ghost|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Varies|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Infected ghoul|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s|note=Undead creatures who can spread their condition through bites.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Intelligent undead|symbol=Ñ|color=3:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Varies|value=Not tameable|biome=All above-ground|note=Former historical figures raised from the dead. Retain part of their personality.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:mummy_preview_sprite.png]]|name=Mummy|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Necromancer|symbol=Ñ|color=5:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Night troll|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Nightmare|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies{{verify}}|value=Not tameable|biome=N/A|note=New in [[DF2014:Release_information/0.47.01|0.47.01]]. See article for more information}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Vampire|symbol=Ñ|color=4:0:0|food=No|playable=Adv&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Werebeast|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Sapient creatures cursed to transform into a cross of themselves and an animal on a full moon.}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. The player cannot start out as a vampire, but can become one if feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hidden Fun Stuff===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Demon|symbol=&amp;amp;|color=7:0:1|food=No|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Angel|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]&lt;br /&gt;
&lt;br /&gt;
===Nonexistent===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Centaur|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimera|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Griffon|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mes&lt;br /&gt;
| elvish  = amu&lt;br /&gt;
| goblin  = los&lt;br /&gt;
| human   = mos&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures| }}&lt;br /&gt;
[[ru:Creature]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=287890</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=287890"/>
		<updated>2023-01-24T20:03:15Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Clearer header names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{Category|Creatures}}&lt;br /&gt;
[[File:animals_preview.png|370px|right|Many, many animals.]]&lt;br /&gt;
[[File:creatures_many.png|thumb|right|124px|Many creatures packed into one area. ASCII mode.]]&lt;br /&gt;
In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways.&lt;br /&gt;
&lt;br /&gt;
Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]]. Some creatures are randomly and procedurally generated, meaning they could have many different sprites in-game. Creatures of that type may have just one to a few sprites showcased out of many in the list below. A question mark placeholder may also be shown instead.&lt;br /&gt;
&lt;br /&gt;
Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[worm]]s).&lt;br /&gt;
&lt;br /&gt;
Many standard-sized creatures in the game take the space of a single tile, while many giant versions of creatures, including many types of beasts, may take up the space of more than one tile. There are roughly 680 creatures in the game.&lt;br /&gt;
==Spawning==&lt;br /&gt;
The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token|creature token]]s in the [[raws]] that deal with creature spawning:&lt;br /&gt;
*&amp;lt;tt&amp;gt;[FREQUENCY:X]&amp;lt;/tt&amp;gt;: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. &lt;br /&gt;
*&amp;lt;tt&amp;gt;[CLUSTER_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines ''how many'' creatures will appear at one time on a map.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[POPULATION_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines the ''total number'' of this type of creature that can ever visit your fortress. The exact number varies depending on the map. For example, [[deer]] have a &amp;lt;tt&amp;gt;[POPULATION_NUMBER:15:30]&amp;lt;/tt&amp;gt;, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
* '''Graphic:''' The sprite assigned to the creature. Seen only in the [[Premium version|Steam version]].&lt;br /&gt;
* '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
* '''Name:''' The name of the creature as it displays in-game.&lt;br /&gt;
* '''Playable:''' If &amp;quot;No&amp;quot;, the creature is not playable in any modes. &amp;quot;Fort&amp;quot; indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). &amp;quot;Adv&amp;quot; indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.&lt;br /&gt;
* '''Hostile:''' If &amp;quot;Yes&amp;quot;, then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral, or friendly. [[Undead]] creatures are always hostile to living things.&lt;br /&gt;
* '''Food Source:''' If &amp;quot;Yes&amp;quot;, then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.&lt;br /&gt;
* '''Adult Body Size:''' The average [[size]] of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. This value represents the creature's volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
* '''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
* '''Biome:''' Where the creature can be found.&lt;br /&gt;
* '''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
Note: If you wish to view alternate ways of sorting creatures, such as sorting creatures by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main races====&lt;br /&gt;
These are intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits|Banditry]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dwarf|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elf|symbol=e|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Human|symbol=U|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and cities|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goblin|symbol=g|color=7:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kobold|symbol=k|color=6:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and less general hostility, good for a newer player to learn the basics.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tribesmen ====&lt;br /&gt;
Intelligent [[animal people]] that form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers.&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Amphibian man|symbol=a|color=6:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Antman|symbol=a|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bat man|symbol=b|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave fish man|symbol=f|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,500|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave swallow man|symbol=s|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Olm man|symbol=o|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,100|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Reptile man|symbol=r|color=2:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Rodent man|symbol=r|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Serpent man|symbol=s|color=7:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether an animal person civilization treats you as hostile or not seems random. {{verify}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Ant-men body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Livestock and Domestic Animals ===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creatures that have long been [[Domestic animal|domesticated]] and either play a part in the [[meat industry]] or are simply [[pet]]s to keep dwarves company. Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans.  Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alpaca|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:peafowls_sprite_anim.gif]]|name=&lt;br /&gt;
Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cat|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:chickens_sprite_anim.gif]]|name=Chicken|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cow|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:dogs_sprite_anim.gif]]|name=Dog|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Donkey|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goat|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mule|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:wagon_sprite.png|x40px]]|name=Wagon|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beasts and Monsters===&lt;br /&gt;
All kind of monstrous creatures that roam the land and underground caverns, including: [[Semi-megabeast]]s, [[megabeast]]s, and randomly generated ones that can take any form. all very powerful and can easily be game-ending.&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cyclops|symbol=C|color=4:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ettin|symbol=E|color=6:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant|symbol=G|color=3:0:0|food=No|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Minotaur|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=&lt;br /&gt;
Bronze colossus|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragon|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hydra|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roc|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Procedurally generated====&lt;br /&gt;
These creatures are procedurally generated, and different for every savefile.  Their raws may be extracted from the world.dat file in uncompressed save folders.&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:placeholder_icon.png]]|name=Forgotten beast|symbol=&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:placeholder_icon.png]]|name=Titan|symbol=&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wild Animals ===&lt;br /&gt;
This section include wild [[animals]] their giant and humanoid counterparts. Wild animals are mostly found roaming the wilderness. Many of them are predators, while others are benign and will not attack unless being attacked first. Some will be drawn to your stockpiles to [[steals drink|steal drink]] [[Steals food|food]] or [[Steals items|something shiny]]. Some can easily overcome and yet others, can be significant threats like the dread [[elephant]].&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head|class=&amp;quot;wikitable sortable&amp;quot;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder man|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda man|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anole man|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger man|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bark scorpion man|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beetle man|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bilou|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear man|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba man|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black-crested gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black-handed gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Blizzard man|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:peafowls_sprite_anim.gif]]|name=Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bluejay man|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bonobo|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Brown recluse spider man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushtit man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin man|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cardinal man|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary man|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chameleon man|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah man|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland,  tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimpanzee|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chipmunk man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cockatiel man|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Crow man|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dark gnome|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_sprites_anim.gif]]|name=Deer|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_man_sprites_anim.gif]]|name=Deer man|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise man|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo man|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant man|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_sprites_anim.gif]]|name=Elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_man_sprites_anim.gif]]|name=Elk man|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu man|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Firefly man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flying squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Foul blendec|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox man|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aardvark|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant adder|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anole|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant armadillo|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aye-aye|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant badger|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bark scorpion|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant barn owl|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beetle|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black mamba|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bluejay|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bobcat|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant brown recluse spider|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushmaster|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushtit|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capuchin|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capybara|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cardinal|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cassowary|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chameleon|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cheetah|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chinchilla|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chipmunk|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coati|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cockatiel|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant copperhead snake|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cougar|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coyote|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crow|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant deer|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert scorpion|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]].  '''No longer exists past [[Release_information/0.42.06|0.42.06]].'''}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dingo|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant eagle|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant echidna|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant firefly|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant flying squirrel|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fox|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gazelle|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gila monster|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grackle|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grasshopper|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray langur|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray squirrel|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant great horned owl|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grey parrot|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant groundhog|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hamster|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hare|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hedgehog|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hoary marmot|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant honey badger|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hornbill|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hyena|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ibex|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant iguana|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant impala|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jackal|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jumping spider|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kakapo|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kea|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant king cobra|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kingsnake|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kiwi|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant koala|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard gecko|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion tamarin|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lizard|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lorikeet|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant louse|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lynx|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant magpie|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mandrill|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mantis|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant masked lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monarch butterfly|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mongoose|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moth|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mountain goat|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ocelot|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant one-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant opossum|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant oriole|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pangolin|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant parakeet|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peach-faced lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peregrine falcon|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant porcupine|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raccoon|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rattlesnake|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raven|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red panda|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red squirrel|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhesus macaque|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant roach|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skink|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skunk|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant slug|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snail|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snowy owl|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sparrow|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant spider monkey|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant stoat|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant thrips|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tick|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise man|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant vulture|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant weasel|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant white stork|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolf|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolverine|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wombat|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wren|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster man|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe man|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorilla|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grackle man|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland,  temperate savanna|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grasshopper man|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray gibbon|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur man|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray squirrel man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot man|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear man|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hamster man|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hedgehog man|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger man|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill man|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ice wolf|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana man|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal man|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar man|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jumping spider man|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo man|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra man|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake man|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi man|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala man|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard gecko man|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_sprite_anim.gif]]|name=Lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_man_sprite_anim.gif]]|name=Lion man|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lion tamarin man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lizard man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lorikeet man|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Louse man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx man|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magpie man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill man|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mantis man|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Masked lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monarch butterfly man|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose man|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_sprite_anim.gif]]|name=Moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_man_sprite_anim.gif]]|name=Moose man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moth man|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain gnome|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat man|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox man|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nightwing|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot man|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ogre|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orangutan|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oriole man|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_sprite_anim.gif]]|name=Ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_man_sprite_anim.gif]]|name=Ostrich man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda man|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parakeet man|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peach-faced lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pileated gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear man|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon man|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rat man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda man|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros man|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roach man|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sasquatch|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Satyr|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Siamang|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Silvery gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skink man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk man|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear man|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Slug man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snail man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sparrow man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey man|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Strangler|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir man|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thrips man|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tick man|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger man|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Unicorn|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture man|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-browed gibbon|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-handed gibbon|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar man|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Worm man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wren man|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yeti|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Subterranean====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Amethyst man|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave ogre|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blood man|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bugbat|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave blob|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave crocodile|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:cave_dragon_sprite_anim.gif]]|name=Cave dragon|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave floater|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Creeping eye|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crundle|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Draltha|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Drunian|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elk bird|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire imp|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flesh ball|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Floating guts|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gabbro man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bat|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave spider|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave swallow|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave toad|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant earthworm|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mole|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant olm|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rat|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorlak|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green devourer|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gremlin|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Helmet snake|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hungry head|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iron man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:jabberer_sprite_anim.gif]]|name=Jabberer|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Large rat|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma crab|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manera|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Molemarian|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mud man|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Naked mole dog|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Plump helmet man|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond grabber|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reacher|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rutherer|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troglodyte|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troll|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Voracious cave crawler|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aquatic====&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross man|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator man|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp,  tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Angelshark|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Axolotl man|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Basking shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver man|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blacktip reef shark|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blue shark|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefin tuna|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bull shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Carp|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cod|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Coelacanth|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Common skate|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:snapping_turtle_sprite.png]]|name=Common snapping turtle|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Conger eel|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab man|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cuttlefish man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Damselfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragonfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emperor penguin|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Frill shark|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant albatross|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant alligator|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant axolotl|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beaver|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crab|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cuttlefish|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant damselfly|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dragonfly|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grouper|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant horseshoe crab|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leech|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant loon|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mink|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moon snail|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant nautilus|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant octopus|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant otter|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant penguin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant platypus|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pond turtle|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant puffin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_red-winged_blackbird_sprite.png]]|name=Giant red-winged blackbird|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant saltwater crocodile|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sponge|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant toad|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic squid|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great barracuda|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great white shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Halibut|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hammerhead shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal man|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo man|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leech man|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal man|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Little penguin|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longnose gar|symbol=g|color=6:0:0|playable=No|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate river, temperate  lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon man|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manta ray|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Marlin|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:merperson_sprite_anim.gif]]|name=Merperson|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Milkfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink man|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moon snail man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal man|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nautilus man|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nurse shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocean sunfish|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opah|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Otter man|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin man|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:pike_sprite.png]]|name=Pike (fish)|Pike|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond turtle man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin man|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red-winged blackbird man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=River otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh,  river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea lamprey|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea monster|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea serpent|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Shortfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snapping turtle man|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale man|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spiny dogfish|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spotted wobbegong|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Squid man|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stingray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sturgeon|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swordfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tigerfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whale shark|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whitetip reef shark|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Agitation====&lt;br /&gt;
&lt;br /&gt;
Disruption of the environment, such as deforestation or overfishing, may cause the appearance of &amp;quot;agitated&amp;quot; animals. Agitated animals, regardless of their normal behavior, will directly seek out and attack dwarves. Agitation can be removed by [[Taming|taming]].&lt;br /&gt;
&lt;br /&gt;
== Night Creatures / Other ==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Night creatures===&lt;br /&gt;
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:Animated dead example anim.gif]]|name=Undead|Animated dead|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note= Formerly living creatures animated through magic.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Bogeyman|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes{{Version|0.47.01}}; All above-ground &amp;lt;sup&amp;gt;pre-&amp;lt;/sup&amp;gt;{{Version|0.47.01}}|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Experiment|symbol=Varies|color=7:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|note= Failed or successful products of experimentation on living citizens or livestock.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Ghost|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Varies|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Infected ghoul|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s|note=Undead creatures who can spread their condition through bites.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Intelligent undead|symbol=Ñ|color=3:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Varies|value=Not tameable|biome=All above-ground|note=Former historical figures raised from the dead. Retain part of their personality.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:mummy_preview_sprite.png]]|name=Mummy|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Necromancer|symbol=Ñ|color=5:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Night troll|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:placeholder_icon.png]]|name=Nightmare|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies{{verify}}|value=Not tameable|biome=N/A|note=New in [[DF2014:Release_information/0.47.01|0.47.01]]. See article for more information}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Vampire|symbol=Ñ|color=4:0:0|food=No|playable=Adv&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Werebeast|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Sapient creatures cursed to transform into a cross of themselves and an animal on a full moon.}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. The player cannot start out as a vampire, but can become one if feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hidden Fun Stuff===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Demon|symbol=&amp;amp;|color=7:0:1|food=No|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Angel|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]&lt;br /&gt;
&lt;br /&gt;
===Nonexistent===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Centaur|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimera|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Griffon|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mes&lt;br /&gt;
| elvish  = amu&lt;br /&gt;
| goblin  = los&lt;br /&gt;
| human   = mos&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures| }}&lt;br /&gt;
[[ru:Creature]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=287006</id>
		<title>Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=287006"/>
		<updated>2023-01-22T18:36:05Z</updated>

		<summary type="html">&lt;p&gt;Strangething: edit for readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:mouse_outline.png|150px|right]]'''Vermin''' includes small land [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s, and also the type of [[fish]] which are caught by [[fisherdwarf|fisherdwarves]]. They are below 2 kg (4 lb) in size, much smaller than [[cat]]s. Vermin are hard to see, but can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. &lt;br /&gt;
&lt;br /&gt;
The main distinctions between vermin and creatures are that vermin:&lt;br /&gt;
# Cannot be engaged in [[combat]] or trigger [[trap]]s, save those specifically made to trap them, though some (such as the [[cave spider]]) can bite and inflict syndromes;&lt;br /&gt;
# Do not usually provide [[meat]] or [[bone]]s. Exceptions are the [[creepy crawler]], which  can be butchered, and the [[purring maggot]] which can be milked;&lt;br /&gt;
# Do not breed, but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]].  Some types of vermin are inexhaustible and will always be able to spawn, regardless of how many are killed or captured;&lt;br /&gt;
# Are sometimes &amp;quot;[[hateable]]&amp;quot;, meaning dwarves can have an anti-[[preference]], which gives them a negative [[thought]] when they see the hated vermin.&lt;br /&gt;
{{catbox}}&lt;br /&gt;
Vermin can be problematic, as many types feed on [[stockpile]]s, thus making it more difficult to keep enough [[food]] and [[alcohol|drink]] to survive. Some species can even cause food to rot ''faster'' when left outside of a [[barrel]] or [[large pot]]. Vermin can be hunted by [[cat]]s and [[peregrine falcon]]s to reduce this problem, though the [[remains]] will still need to be [[Activity zone#Garbage Dump|removed]]. Cats and falcons can be [[pasture]]d at the relevant stockpiles to further reduce the problem.&lt;br /&gt;
&lt;br /&gt;
Some vermin can be captured in [[animal trap]]s, but those with the {{token|VERMIN_NOTRAP|c}} token can only be caught with a &amp;quot;Capture a Live Land Animal&amp;quot; job, while those with the {{token|VERMIN_SOIL|c}} token will be ignored for that job. Once caught, some can be trained as [[pet]]s. A few particular captured vermin can be used to produce [[extract]]s using a glass [[vial]] and the [[animal dissector]] labor. Captured [[purring maggot]]s can also be [[milk]]ed at a farmer's workshop. Vermin don't die of old age at all - if you capture one, it should last forever. &lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites of some flying insects, as well as [[pixie|pixies]], will resemble multiple bugs of that type in a single tile; they can be seen in amounts of one, three, five and nine; depending on how large the swarm is. Dwarves will eat vermin if no other [[food]] source is available, resulting in an unhappy [[thought]]. Most vermin cannot be spawned in the [[object testing arena]], as those are not able to engage in combat anyway.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
*'''Graphic:''' The sprite assigned to the creature. Seen only in the [[Premium version|Steam version]].&lt;br /&gt;
*'''Tile:''' The symbol assigned to the vermin, how you will see it without a graphic set.&lt;br /&gt;
*'''Name:''' The name of the vermin as it shows up in-game.&lt;br /&gt;
*'''Playable:''' Whether the vermin is playable in any of the game modes. As of now, no vermin are playable.&lt;br /&gt;
*'''Hostile:''' Whether the vermin is hostile to the player. As of now, no vermin are hostile to dwarves.&lt;br /&gt;
*'''Food Source:''' If &amp;quot;Yes&amp;quot; then the vermin can be turned into food when processed in a [[fishery]].&lt;br /&gt;
*'''Adult Body Size:''' The average size of the vermin when an adult. This can be anywhere from 1 for a [[fly]] to 2,000 for a [[fox squirrel]]. More or less equals the creature's weight in grams.&lt;br /&gt;
*'''Pet Value:''' This is the value the vermin can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
*'''Biome:''' Where the vermin can be found.&lt;br /&gt;
*'''Features:''' Any special features the vermin possesses, these can include alignment and special properties. The value after 'Eater' indicates the vermin's [[Creature_token#PENETRATEPOWER|container penetration value]].&lt;br /&gt;
&lt;br /&gt;
==Vermin==&lt;br /&gt;
{{v50_creaturecurrent table head|class=&amp;quot;wikitable sortable&amp;quot;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Acorn fly|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=20|value=0|biome=Any pool|note=Savage, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anchovy|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anole|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=10|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ant|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Axolotl|symbol=∙|color=5:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Tropical saltwater, brackish and freshwater lakes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Banded knifefish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater lakes and rivers|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bark scorpion|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=3|value=0|biome=Tropical grasslands, savannas, shrublands, coniferous forests and any desert|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bat|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Not freezing, subterranean chasms|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bat ray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beetle|symbol=·|color=4:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Black bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blood gnat|symbol=·|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=Hateable, no trap, evil, rots food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blue jay|symbol=∙|color=1:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brook lamprey|symbol=~|color=3:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate saltwater, brackish and freshwater lakes, tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brown bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brown recluse spider|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Temperate broadleaf forests|note=Hateable, produces [[web]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bumblebee|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bushtit|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=5|value=30|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cap hopper|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cardinal|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave fish|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=1000|value=0|biome=Subterranean water|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave lobster|symbol=¥|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=600|value=0|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave spider|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=50|value=0|biome=Subterranean water and chasm|note=Hateable, produces web}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave swallow|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Subterranean chasm|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Chameleon|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Any tropical forest, tropical shrublands and savannas, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Char|symbol=α|color=0:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Chipmunk|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Clown loach|symbol=α|color=6:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Clownfish|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cockatiel|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any desert, temperate grasslands|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Creepy crawler|symbol=*|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=20|biome=Underground chasm|note=Evil, rots food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crow|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Temperate forests, grasslands, savannas, shrublands and wetlands, taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cuttlefish|symbol=♂|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Damselfly|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Demon rat|symbol=∙|color=4:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Not freezing|note=Evil, eater 3}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragonfly|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fairy|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=All except pools, rivers, and underground|note=No trap, good, [[fanciful]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire snake|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Subterranean lava|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Firefly|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flounder|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fluffy wambler|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=2000|value=20|biome=Any land|note=Good, eater 1}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flying squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=2000|value=100|biome=Any temperate forest|note=Savage}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Glasseye|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grackle|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Temperate grasslands and savannas|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grasshopper|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray squirrel|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Temperate freshwater lakes, pools, swamps and marshes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guppy|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes and rivers|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hagfish|symbol=~|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hake|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hamster|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Not freezing|note=Hateable, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hedgehog|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=800|value=10|biome=Temperate shrublands and savannas|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Herring|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey bee|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=1|biome=Not freezing|note=Usable for [[beekeeping industry]], no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jumping spider|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Knuckle worm|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=1000|value=100|biome=Not freezing|note=Evil}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Large roach|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=5|biome=Not freezing|note=Hateable, eater 2, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leech|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any lake and pool|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard gecko|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=50|value=10|biome=Any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lion tamarin|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=620|value=10|biome=Tropical moist broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lizard|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Not freezing|note=Hateable, eater 1}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lorikeet|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Tropical moist broadleaf forests, mangrove swamps|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Louse|symbol=·|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lungfish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes, rivers and pools|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mackerel|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magpie|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Temperate grasslands, savannas and shrublands|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mantis|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Masked lovebird|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moghopper|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Any pool|note=Savage, only usable creature for [[fish dissector]]s}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monarch butterfly|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moon snail|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moth|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mussel|symbol=m|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean, lake and river|note=Hateable, shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nautilus|symbol=♂|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any ocean|note=shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Olm|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oriole|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Temperate broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oyster|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=Hateable, shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parakeet|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Tropical grasslands, savannas, shrublands and forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peach-faced lovebird|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=60|value=30|biome=Temperate grasslands, savannas, shrublands and broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Perch|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Phantom spider|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=500|value=0|biome=Temperate and tropical forests|note=Evil, produces web}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pixie|symbol=·|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=10|biome=All except pools, rivers, and underground|note=No trap, good, fanciful}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond turtle|symbol=☼|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any pool|note=shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Purring maggot|symbol={|color=7:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Underground chasm|note=Hateable, produces [[milk]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rainbow trout|symbol=α|color=2:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rat|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Not freezing|note=Hateable, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red-winged blackbird|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate salwater and freshwater marshes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sailfin molly|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, rivers and pools|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Salmon|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea nettle jellyfish|symbol=Ω|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Seahorse|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Shad|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skink|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Any desert, temperate and tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Slug|symbol=~|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snail|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sole|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sparrow|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=30|value=30|biome=Any grassland, savanna, shrubland, temperate and tropical forest, desert and wetland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spotted ratfish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Squid|symbol=♂|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Steelhead trout|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Termite|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thornback ray|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thrips|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tick|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any pool|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-legged rhino lizard|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1000|value=20|biome=Any land|note=Savage, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-spotted puffer|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Worm|symbol=~|color=7:0:0|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any temperate, any tropical, taiga|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wren|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Any grassland, savanna, shrubland, forest, desert and wetland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yellow bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: All vermin with 0 value in the above table don't have the [PET_VALUE:#] tag.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bomik&lt;br /&gt;
| elvish  = nirica&lt;br /&gt;
| goblin  = otod&lt;br /&gt;
| human   = strilu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Vermin}}&lt;br /&gt;
{{Category|Vermin|0}}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Vermin]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=285117</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=285117"/>
		<updated>2023-01-10T20:56:05Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Added clothing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and suitably valuable  for [[trading]]. They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
Finished good types with several sub-types may have generic workshop orders to produce random sub-type items, e.g. &amp;quot;Make crafts&amp;quot;. Additionally, some specific subtypes of goods can be ordered directly at an appropriate workshop or through the [[manager]]. If you have a mandate to make rings, you can order rings directly, instead of waiting for a generic &amp;quot;crafts&amp;quot; job to produce rings; others, like puzzleboxes, though, can only be produced by generic jobs (&amp;quot;toys&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (Crafts and Goblets) can be produced in multiples. It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{{main|Clothing}}&lt;br /&gt;
All clothing is stored in finished goods. Dwarves will replace their worn-out clothing automatically. Clothes can also be exported, but they are not especially valuable, unless they're made of exotic materials, like [[giant cave spider]] [[silk]]. &lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''[[scepter]]s'''. They are the only type of trade good that appears on its own page in the [[Trade Depot]] menu. Some subtypes of crafts can reference [[historical figure]]s and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
One generic order to &amp;quot;make crafts&amp;quot; consumes one resource and produces one to three items, two on average. All subtypes, if they can be produced from the chosen material, have an identical chance to be produced. Some crafts, such as bracelets, can be worn by dwarves like clothing.&lt;br /&gt;
&lt;br /&gt;
Gem and glass crafts cannot be made directly. They may only be produced randomly by gem cutting jobs.&lt;br /&gt;
&lt;br /&gt;
===Flasks &amp;amp; Waterskins===&lt;br /&gt;
{{main|Flask}}&lt;br /&gt;
Metal flasks are make at a [[metalsmith's forge]]. Leather flasks are called '''waterskins''', and are made in a [[leather works]]]. Glass flasks are called '''vials''', and are made in a [[glass furnace]]. Flasks will be used by soldiers and hunters, allowing them to transport water or booze for drinking. &lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
{{Tile|¶|7:1}} &lt;br /&gt;
[[File:BLW Betrothal Goblet.jpg|thumb|160px|right|A goblet.]]Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio. Metal goblets are made at a [[metalsmith's forge]]. Glass goblets are made at a [[glass furnace]]. Rock mugs and wooden cups are made at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Goblets can be used by dwarves for [[drink]]ing. If no goblets are available in a dining room stockpile or a coffer in a [[tavern]], a thirsty dwarf can drink [[alcohol]] straight from the [[barrel]], but this will result in an unhappy [[thought]]. If a dwarf is unable to use their arms, they will stall on picking up a goblet rather than drinking straight from the barrel{{bug|9440}}. Goblets can also be used to transport liquids in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{main|Instruments}}&lt;br /&gt;
[[File:wood_inst.jpg|thumb|150px|right|Wooden instruments.]]{{Tile|¿|7:1}} Instruments can be composed of one or more components made from specific materials. The presence of multiple high-value components can increase the trade value of an instrument far beyond any other finished good. Instruments can also be used by [[performer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
{{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''. Dwarven children can play with toys.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[Image:Skull totem.jpg|right|thumb|200px|An example of a skull totem.]]&lt;br /&gt;
&lt;br /&gt;
{{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
{{Tile|♦|7:1}} Large gems have no subtypes. Large gems can be ordered cut from every material '''except''' gems and glass (including beeswax and soap). For [[gem]] or [[glass]] large gems, a Gem Cutting job will occasionally produce a large gem. It can be assumed that this represents the rarity of large gem-quality rough gemstones, and the difficulty of creating thick evenly structured glass pieces. Large gems currently have no use beyond trade.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods - on occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a bone toy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y||Y||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Instruments and their components are procedurally generated items; the materials they can be made from depend on the particular world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Wooden toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them. {{bug|3119}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; [[Adamantine]] cloth cannot be used to make crafts (Adamantine crafts can be created at a [[Metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Amulets, Earrings and Bracelets are the only crafts that can be produced from [[leather]], [[plant]] cloth, and [[silk]] cloth. All crafts can be produced from [[yarn]] cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Crafts and large gems are produced randomly by cutting jobs at a [[Jeweler's workshop]], with the [[Gem cutting]] labor. Raw glass has a 33% chance to be cut into a large gem or a craft (with 11 crafts for every 16 large gems). Raw gems have a 5% chance to be cut into a large gem or a craft (with 1 craft for every 8 large gems). See [[DF2012_Talk:Finished_goods|the talk page]] for more info.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Finished goods]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=284933</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=284933"/>
		<updated>2023-01-09T21:37:22Z</updated>

		<summary type="html">&lt;p&gt;Strangething: working around missing images&lt;/p&gt;
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&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
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For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
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&lt;br /&gt;
==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
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Each squad after the first will have its own [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
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Once you have a militia commander appointed, when going to the squad menu you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may  be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, other wise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (See [[#Equipping soldiers|equipping soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any militarily-capable dwarves in your fort, of which no more than ten can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon above the squad name.&lt;br /&gt;
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&lt;br /&gt;
===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
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&lt;br /&gt;
==Equipping soldiers==&lt;br /&gt;
===Accessing the Equip screen===&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. The following icons are used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of equipment&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || image || image || image || image || image || image || image || image || image&lt;br /&gt;
|-&lt;br /&gt;
| '''Meaning''' || Weapon || Shield || Upper body || Lower body || Head || Gauntlets || Boots || Backpack || Flask&lt;br /&gt;
|}&lt;br /&gt;
Equipment icons will change colors and display a symbol depending on the equipment's status. Using the shield icon as an example:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Equipment status&lt;br /&gt;
|-&lt;br /&gt;
! '''Color/Symbol''' !! Meaning !! Probable cause&lt;br /&gt;
|-&lt;br /&gt;
| Green Shield || The dwarf has a shield assigned, and currently has it equipped. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Shield || The dwarf has a shield assigned, but doesn't have it equipped right now. || The dwarf's activity does not require this equipment, the dwarf physically cannot wear the item, the item's slot is already full (due to e.g. excessive layers of clothing), or the dwarf cannot access the assigned item.&lt;br /&gt;
|-&lt;br /&gt;
|  Red Shield || The dwarf does not have a shield assigned or equipped. || The fortress does not have enough pieces of equipment for every dwarf in the squad.&lt;br /&gt;
|}&lt;br /&gt;
Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items an individual dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
===Creating and assigning uniforms===&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
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In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;.  You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on  by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best to wear their uniform in addition to their civilian [[clothing]]; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip naked before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go that piece of equipment rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
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===Wearing equipment over clothing===&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''Uniform''' menu will show that these items have been assigned to a solider, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
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===Ammunition and marksdwarf squads===&lt;br /&gt;
Currently{{version|0.50.04}} it is not possible to assign ammunition for ranged soldiers, only the default &amp;quot;'''Archer'''&amp;quot; uniform is assigned [[ammunition]] by default, so the only consistent way to make functional marksdwarf squads is to create a new squad using the default archer uniform from the start.{{bug|0012008}} The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
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===Equipment use and storage===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Storing equipment in barracks|In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.}}&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squad-mate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
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===Changing equipment===&lt;br /&gt;
Let's suppose you started with the &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
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Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&lt;br /&gt;
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Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
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===Equipping bone and shell armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A partial workaround for this problem is that bone and shell are almost the only materials of their respective colors that can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; for bone or &amp;quot;'''dark green'''&amp;quot;/&amp;quot;'''gray'''&amp;quot; for shell (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is only partially effective for shell armor, as, for example, the armor made of iron is gray, and for bone it is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot). It also requires that the armor template be for &amp;quot;'''Exact matches only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
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Some shell colors taken from raws (not guaranteed to be in the uniform color settings list):&lt;br /&gt;
* Pond turtle – dark green&lt;br /&gt;
* Mussel – gray&lt;br /&gt;
* Oyster – gray&lt;br /&gt;
* Nautilus – stripes brown white&lt;br /&gt;
* Giant tortoise – ecru&lt;br /&gt;
* Armadillo – mottled gray pink&lt;br /&gt;
* Desert tortoise – brown&lt;br /&gt;
* Snapping turtle – dark green&lt;br /&gt;
* Alligator snapping turtle – dark green&lt;br /&gt;
* Giant snail – brown&lt;br /&gt;
* Giant moon snail – red&lt;br /&gt;
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===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
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==Orders==&lt;br /&gt;
[[File:Squad menu v50 04.png|right]]&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''station''' at a specific location at will through the {{Menu icon|q}} squads menu.&lt;br /&gt;
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Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
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A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
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===Selecting squads/soldiers===&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been cancelled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button (bearded dwarf face) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: attack, station, patrol, burrow defense, or train, as well as cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
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&lt;br /&gt;
===Attack order===&lt;br /&gt;
The '''attack order''', sometimes referred to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. An attack order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; x icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the stamp icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are within striking distance.  Ranged attackers will not do anything clever, like climbing up to the top of your archery tower - if you want them to fire from a specific position, use a station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill command is cancelled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result, it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target, there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.{{version|0.34.07}}&lt;br /&gt;
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&lt;br /&gt;
===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, they will return to their chosen station point.&lt;br /&gt;
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&lt;br /&gt;
===Patrol route order===&lt;br /&gt;
The '''Patrol Route''' order assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify}}&amp;lt;!--Do they ignore traffic cost, burrow restrictions etc..?--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
&lt;br /&gt;
The '''Defend Burrow''' order is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train''' order comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
&lt;br /&gt;
For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' - banner with a plus icon then clicking the '''training''' axe icon next to your squads' name to assign them to train there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality_trait#Facets|personality]]{{verify}}; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Order scheduling==&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
&lt;br /&gt;
To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**To ensure dwarves are able to fully equip their feet, you will need to duplicate the FIRST foot layer. Your dwarves equipment list after confirming in details should read either &amp;quot;socks, socks, boots&amp;quot; or &amp;quot;boots, boots, socks&amp;quot;. Handwear doesn't need this workaround for whatever reason, but footwear does. If you only equip &amp;quot;socks, boots&amp;quot;, or &amp;quot;boots, socks&amp;quot; they will only get 1 of the first listing leading to either 1 sock with 2 boots, or 2 socks with 1 boot, respectively. This workaround also only applies to uniforms with &amp;quot;Uniform Replaces Clothing&amp;quot; set. Uniforms worn over clothing should refer to the next tip.&lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.{{bug|0038238}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
**When you initially create the squad and it asks for the squad's uniform, it uses this selection to determine how much ammo to reserve for the squad. Any squad with ranged dwarves must be created with a ranged uniform. There is no way to edit this post-creation, if you want to add ranged dwarves to the squad post-creation, you will have to delete and re-create the squad. You can edit or change the uniform post creation, even changing the dwarves from ranged to melee or back, as long as the squad is initially created with ranged weapons it will reserve ammo and the squad members will be able to get ammo.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=284932</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=284932"/>
		<updated>2023-01-09T21:33:29Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Added flasks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{updated for v0.42|link=http://dwarffortresswiki.org/index.php?title=DF2014:Finished_goods&amp;amp;oldid=215721}}&lt;br /&gt;
&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and suitably valuable  for [[trading]]. They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
Finished good types with several sub-types may have generic workshop orders to produce random sub-type items, e.g. &amp;quot;Make crafts&amp;quot;. Additionally, some specific subtypes of goods can be ordered directly at an appropriate workshop or through the [[manager]]. If you have a mandate to make rings, you can order rings directly, instead of waiting for a generic &amp;quot;crafts&amp;quot; job to produce rings; others, like puzzleboxes, though, can only be produced by generic jobs (&amp;quot;toys&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (Crafts and Goblets) can be produced in multiples. It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''[[scepter]]s'''. They are the only type of trade good that appears on its own page in the Trade Depot menu. Some subtypes of crafts can reference [[historical figure]]s and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
One generic order to &amp;quot;make crafts&amp;quot; consumes one resource and produces one to three items, two on average. All subtypes, if they can be produced from the chosen material, have an identical chance to be produced. Some crafts, such as bracelets, can be worn by dwarves like clothing.&lt;br /&gt;
&lt;br /&gt;
Gem and glass crafts cannot be made directly; they may only be produced randomly by gem cutting jobs.&lt;br /&gt;
&lt;br /&gt;
===Flasks &amp;amp; Waterskins===&lt;br /&gt;
{{main|Flask}}&lt;br /&gt;
Metal flasks are make at a [[metalsmith's forge]]. Leather flasks are called '''waterskins''', and are made in a [[leather works]]]. Glass flasks are called '''vials''', and are made in a [[glass furnace]]. Flasks will be used by soldiers and hunters, allowing them to transport water or booze for drinking. &lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
{{Tile|¶|7:1}} &lt;br /&gt;
[[File:BLW Betrothal Goblet.jpg|thumb|160px|right|A goblet.]]Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio. Metal goblets are made at a [[metalsmith's forge]]. Glass goblets are made at a [[glass furnace]]. Rock mugs and wooden cups are made at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Goblets can be used by dwarves for [[drink]]ing. If no goblets are available in a dining room stockpile or a coffer in a [[tavern]], a thirsty dwarf can drink [[alcohol]] straight from the [[barrel]], but this will result in an unhappy [[thought]]. If a dwarf is unable to use their arms, they will stall on picking up a goblet rather than drinking straight from the barrel{{bug|9440}}. Goblets can also be used to transport liquids in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{main|Instruments}}&lt;br /&gt;
[[File:wood_inst.jpg|thumb|150px|right|Wooden instruments.]]{{Tile|¿|7:1}} Instruments can be composed of one or more components made from specific materials. The presence of multiple high-value components can increase the trade value of an instrument far beyond any other finished good. Instruments can also be used by [[performer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
{{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''. Dwarven children can play with toys.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[Image:Skull totem.jpg|right|thumb|200px|An example of a skull totem.]]&lt;br /&gt;
&lt;br /&gt;
{{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
{{Tile|♦|7:1}} Large gems have no subtypes. Large gems can be ordered cut from every material '''except''' gems and glass (including beeswax and soap). For [[gem]] or [[glass]] large gems, a Gem Cutting job will occasionally produce a large gem. It can be assumed that this represents the rarity of large gem-quality rough gemstones, and the difficulty of creating thick evenly structured glass pieces. Large gems currently have no use beyond trade.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods - on occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a bone toy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y||Y||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Instruments and their components are procedurally generated items; the materials they can be made from depend on the particular world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Wooden toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them. {{bug|3119}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; [[Adamantine]] cloth cannot be used to make crafts (Adamantine crafts can be created at a [[Metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Amulets, Earrings and Bracelets are the only crafts that can be produced from [[leather]], [[plant]] cloth, and [[silk]] cloth. All crafts can be produced from [[yarn]] cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Crafts and large gems are produced randomly by cutting jobs at a [[Jeweler's workshop]], with the [[Gem cutting]] labor. Raw glass has a 33% chance to be cut into a large gem or a craft (with 11 crafts for every 16 large gems). Raw gems have a 5% chance to be cut into a large gem or a craft (with 1 craft for every 8 large gems). See [[DF2012_Talk:Finished_goods|the talk page]] for more info.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Finished goods]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mason&amp;diff=281312</id>
		<title>Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mason&amp;diff=281312"/>
		<updated>2023-01-01T20:25:59Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Undo revision 281310 by Strangething (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 7:1&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Masonry]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Mason''' is the skill associated with the '''masonry''' [[labor]]. Masons are responsible for constructing certain [[building]]s out of [[stone]], specifically [[trade depot]]s, [[bridge]]s, [[furnace]]s, and [[well]]s, and their building quality{{verify}} and value{{verify}} are influenced by the mason's skill.&lt;br /&gt;
&lt;br /&gt;
The mason skill is ''not'' used when constructing things like [[walls]], [[floors]], [[stairs]], or [[roads]], even if they are made from stone blocks. Those types of things use the [[Wall/Floor construction]] and [[Roading building]] labors and have no corresponding skill.&lt;br /&gt;
&lt;br /&gt;
In previous versions the Mason is what is now a [[Stone carver]].&lt;br /&gt;
&lt;br /&gt;
[[File:Ponte romano Mérida 2019.jpg|thumb|330px|center|[[Human]]-made masonry of the Puente Romano.]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mason&amp;diff=281310</id>
		<title>Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mason&amp;diff=281310"/>
		<updated>2023-01-01T20:24:55Z</updated>

		<summary type="html">&lt;p&gt;Strangething: stonecutter / stone carver confusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 7:1&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Masonry]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Mason''' is the skill associated with the '''masonry''' [[labor]]. Masons are responsible for constructing certain [[building]]s out of [[stone]], specifically [[trade depot]]s, [[bridge]]s, [[furnace]]s, and [[well]]s, and their building quality{{verify}} and value{{verify}} are influenced by the mason's skill.&lt;br /&gt;
&lt;br /&gt;
The mason skill is ''not'' used when constructing things like [[walls]], [[floors]], [[stairs]], or [[roads]], even if they are made from stone blocks. Those types of things use the [[Wall/Floor construction]] and [[Roading building]] labors and have no corresponding skill.&lt;br /&gt;
&lt;br /&gt;
In previous versions the Mason is what is now a [[Stonecutter]].&lt;br /&gt;
&lt;br /&gt;
[[File:Ponte romano Mérida 2019.jpg|thumb|330px|center|[[Human]]-made masonry of the Puente Romano.]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=145018</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=145018"/>
		<updated>2011-04-09T04:35:54Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Future of the Fortress */  Broken links fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's an automatic save updater that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same {{L|starting build}}, but you're on your own for finding a location. &lt;br /&gt;
&lt;br /&gt;
Any questions or comments about Bentgirder? See the official [http://www.bay12forums.com/smf/index.php?topic=74208.0 forum thread]. &lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarfs will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around: k ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarfs, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. The green up-arrows are upward slopes, so your dwarfs can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time.  Undiscovered earth is blacked out, while empty space above ground show as light blue. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Note that the up-arrows, viewed from this level now show as down arrows. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures: v ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarfs) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarfs, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarfs, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarfs, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. They also blink red for hot stones (near lava). This is to warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a source of {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom {{k|z}} to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarfs improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarfs working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarfs to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation {{k|t}}, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants&amp;quot;, {{k|p}}. Your dwarfs will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarfs hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud.png|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance from the building site, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
&lt;br /&gt;
== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarfs are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: p ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarfs will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just [[clutter]]ing up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (In the future, you can use the {{k|q}} command and then {{k|s}} (for settings) on the stockpile to specify exactly what you want stored in each stockpile.  Part of the learning curve in DF is figuring out what stockpiles store which things!)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big 10x10 food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple value+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple value*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times base value≡&lt;br /&gt;
* {{DB}}twelve times base value{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarfs can't use a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut {{k|b}}. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Besides beds, the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
&lt;br /&gt;
= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Farming ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. Farms can only be built on soil or muddy stone. Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarfs. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Now watch as &amp;amp;Iuml;teb comes and builds the fields.  Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. You can grow them year-round.  They can also be [[brew]]ed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] with experience. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, a spawn seed gets spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds.&lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. There are a lot of items that have multiple names, like {{L|coffin}}s (aka caskets or sarcophagi), {{L|goblet}}s (aka mugs or cups), and {{L|flask}}s (aka waterskins or vials). &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to make any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut {{k|D}}. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarfs. Once you highlight a dwarf, any relevant skills will be shown on the right.  We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary as the office holder will often eat in the office, and will complain if there isn't a table. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a table and chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper with {{k|a}}. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[chain]]s and [[cage]]s into [[jail]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build a few {{L|coffin}}s at the mason workshop. (The queue size for most workshops is 10.  If you want more, you can use the job manager queue, but don't forget to appoint a [[manager]].)  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!  Grand dining halls are a good way to make your dwarfs happy.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, ({{k|b}}-{{k|C}}). You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
{{L|Trap}}s are the easiest way to defend your fortress. Your dwarfs, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
&lt;br /&gt;
To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) There are four kinds of traps. The most basic trap is the stone fall trap, a simple stone suspended above a tile. The other three are cage, weapon, and spike traps. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, and not to effective.  The trap will then have to be reloaded.  You should {{k|f}}orbid the trap otherwise it could be reloaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Cage trap can capture some intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
&lt;br /&gt;
Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile {{k|p}}-{{k|a}}. If you catch something in a cage trap, or you buy an animal from the merchants, the cage with its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.  To remove the animal from the cage, build the cage {{k|b}}-{{k|j}} and then use the {{k|q}} command to deselect the occupant.  A dwarf will come along and let the creature out.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
&lt;br /&gt;
As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, make {{L|craft}}s instead. Crafts are randomized and often produce interesting figurines.&lt;br /&gt;
&lt;br /&gt;
==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for {{L|finished goods}}, and keep making {{L|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
&lt;br /&gt;
You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
&lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarfs will spend too much time hauling stone. There is simply too much of the stuff. &lt;br /&gt;
* '''Corpses''' Don't use this stockpile to take and store dead dwarfs. Build {{L|coffin}}s for a proper burial. &lt;br /&gt;
* '''Refuse''' Things in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarfs need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarfs drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground. What plant gets brewed vs cooked? In the {{k|z}} status screen you can tell your cook exactly that using the ''kitchen'' menu.  &lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarfs]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control ({{k|q}}) on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. With a good broker, you can also sort by distance or item value.&lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t}} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarfs will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] can double your population! The amount of migrants you will get depends on the overall quality of your fortress and the size of your civilization. If your fortress is just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarfs come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarfs alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarfs' lifestyle==&lt;br /&gt;
Keeping your dwarfs happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarfs, Cook meals, Smooth and {{L|engraving|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Enforce justice with a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|barracks}}, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}}.&lt;br /&gt;
* Set up an {{L|armor}} and {{L|weapon}} industry to equip your eager recruits.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demand}}s, Meet {{L|mandate}}s, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, Reach the {{L|magma}} and set up {{L|magma forge}}s. &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarfs spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple cloudy stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarfs bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile prevents miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarfs. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarfs are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarfs, though, will attack anything and everything they can reach. Mad dwarfs are harmless, and will simply run around naked. Melancholy dwarfs will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarfs good [[thought]]s. If a dwarf stays unhappy long enough, he or she might do bad things. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarfs is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Now the fun has begun!&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.  You did remember a moat to protect against fire, right? And you have a back door exit for the merchants that want to go home, right?&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The original manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=145017</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=145017"/>
		<updated>2011-04-09T04:26:50Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bentgirder 3.0==&lt;br /&gt;
&lt;br /&gt;
While the old save file can be loaded in the most resent Dwarf Fortress, I have my doubts about using such an old save. There may be unforeseen glitches, and I don't want to inflict that on a new player. We need a whole new world for Bentgirder. In fact, I think we need a lot of new worlds. For that, I need help. Here's what to do:&lt;br /&gt;
&lt;br /&gt;
* Generate a new world in DF 31.25. A small world is fine. Note what parameters you use, if it's not the default. &lt;br /&gt;
* Find a reasonable embark location. It doesn't have to be perfect. The important things are lots of trees and no aquifer.&lt;br /&gt;
* Prepare an expedition more or less like the one in the tutorial. That means a miner, a carpenter, a planter, and a mason. The other two are flexible. Starting with a surgeon may have been a waste of points. Take plenty of food and booze. Don't forget the cat, and a mating pair of dogs. Chickens might be a good addition. &lt;br /&gt;
* Name your fortress '''Bentgirder'''. &lt;br /&gt;
* As soon as the game starts, save and quit. Make a zip of the region directory. &lt;br /&gt;
* Restart DF and load the save. Take some screen shots of the unit list, the status screen, and profiles of all seven dwarfs. &lt;br /&gt;
* Now play the heck out of the game, and see what's there. &lt;br /&gt;
&lt;br /&gt;
Some of these worlds are going to have unpredictable quirks that new players will have a hard time with. The idea is to make several worlds, and pick the best of them to be the official Bentgirder. Then we tweak the tutorial to match the new world. --[[User:Strangething|Strangething]] 04:26, 9 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New Forum Thread==&lt;br /&gt;
The old thread was mostly about the creation of Bentgirder. So I made a new one for the finished product.  [http://www.bay12forums.com/smf/index.php?topic=74208.0 Official Bentgirder thread]. &lt;br /&gt;
&lt;br /&gt;
== Channel for a farm ==&lt;br /&gt;
I'm newb and following this tutorial and I seem to have misunderstood the section on setting up a channel for a farm.  I set up a room underground attached to my main chamber then did a channel to it.  Needless to say the entire thing flooded.&lt;br /&gt;
&lt;br /&gt;
:That is exactly what you need.  Once the water dries, then you can build a farm plot on the muddy ground.  Also, I noticed your other question, so here is the answer to that one, too.&lt;br /&gt;
:Jobs are done when the dwarf wants to do them.  If the carpenter also has other labors enabled (say, food hauling), then it may take them a while before they make the bed.  Some jobs have really high priority, others less so.  (Which makes sense, right? If you don't haul the food, it will rot, but if you don't make a bed, then it doesn't really matter).  If you really want a job done quickly, disable all the other labors for the dwarf.--[[User:Kwieland|Kwieland]] 21:03, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the &amp;quot;Keys used&amp;quot; block standard in each section. (Who did that, BTW? Stand up and take the credit.)  --[[User:Strangething|Strangething]] 06:01, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Constructions - Done! --[[User:Kwieland|Kwieland]] 19:54, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Would it be worth it to mention a few of the oddities of construction in the appropriate section?&lt;br /&gt;
&lt;br /&gt;
While it would diminish the Fun and be a bit redundant of other articles, the intention of a tutorial is to introduce players to the basic mechanics and oddities of a system, and I could see how someone following this guide would get frustrated over stuck dwarves or accidentally removing a supporting wall (if they assume there are failsafes in the AI). I'd be happy to flesh this section out, provided others thought it a good idea (perhaps give an example mini-project akin to the earlier sections of the walkthrough). --[[User:Barrow|Barrow]] 17:13, 4 August 2010 (UTC)&lt;br /&gt;
:Go for it.  It is a wiki after all. A section right after the construction section, maybe one that mentions &amp;quot;suspended&amp;quot; things.  Other things, if they are short, could go in the FAQ.--[[User:Kwieland|Kwieland]] 11:53, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm going to write my comments on the Bentgirder page itself, so I don't have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
:I can understand the first three.  What do the leader and teacher skills really do, anyway?  Why would you pick them?--[[User:Kwieland|Kwieland]] 19:07, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;br /&gt;
&lt;br /&gt;
==Mugs are not the most efficient==&lt;br /&gt;
&lt;br /&gt;
I disagree strongly that mugs are the most efficient stone craft. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here.  (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have ''three'' tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others.&lt;br /&gt;
&lt;br /&gt;
In armor, a single bar of metal can produce many types of armor.  There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale).  This is for 31.10, so I haven't checked for the most recent update.  Basic take home message is if you want to set up an industry, you need to look at all the factors.&lt;br /&gt;
:In 40d, a mug had the same base value as a craft/instrument/toy, though they were significantly heavier and thus you couldn't fit nearly as many into a single bin. --[[User:Quietust|Quietust]] 18:56, 23 July 2010 (UTC)&lt;br /&gt;
::I just checked this.  Mugs are the most cost efficient. mugs&amp;gt;crafts&amp;gt;musical instruments &amp;amp; toys simply because of the number created.--[[User:Kwieland|Kwieland]] 11:10, 26 July 2010 (UTC)&lt;br /&gt;
:::Not exactly. Mugs are also the heaviest, and crafts are created three-at-a-time too. Since the value is the same, crafts are more efficient due to lower weight and identical quantity. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:28, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Population Growth ==&lt;br /&gt;
&lt;br /&gt;
I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)&lt;br /&gt;
:My experience is similar to your experience - 7 the first wave, ~14 or so the second.  I have my pop-cap set at 10, so I don't usually get anymore after that.  I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!).&lt;br /&gt;
:: Also similar - Starting 7, then 2, then 7, then 20. The next two migrant waves brought nobody, despite doubling my fortress size, smoothing the entire thing, and buying out entire caravans, with gifts to spare. --[[User:Romeofalling|Romeofalling]] 07:06, 28 September 2010 (UTC)&lt;br /&gt;
:I don't know about population growth in general, though.  I would have said the opposite.  I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing.  Man they got busy. Kids. Lots of kids.  I quit when the FPS got to be terrible.  &lt;br /&gt;
:I still see pathing issues.  Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another.  Maybe my fortress design is tricky to path through?  The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Section Headings That Contain Commands (i.e.: &amp;quot;Fortress Status: Z&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see the commands in the headings use the case of the actual command: &amp;quot;Fortress Status: z&amp;quot;.&amp;lt;br /&amp;gt;I'm new to DF, and tried several times to check fortress status with &amp;quot;Z&amp;quot; before reading further that the command is &amp;quot;z&amp;quot; instead. I would've edited it myself but I'm new here and didn't want to go busting things up without knowing if there was a good reason to use capital letters in the headings.&lt;br /&gt;
&lt;br /&gt;
==Updated for most recent version==&lt;br /&gt;
&lt;br /&gt;
Does this need to be updated for the patches?  Specifically aren't the raws with the save game files?[[User:Kwieland|Kwieland]] 00:44, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The save has been updated to 31.18, as it says on the DFFD download page. If you use a graphics pack, that might require a raw file update. --[[User:Strangething|Strangething]] 01:03, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Could I request an update to 31:19 please?&lt;br /&gt;
&lt;br /&gt;
:::Really, Bendgirder needs to be re-done with a whole new world and save file. I have a plan for that, but I don't have much time. After 31.20 is out, I'll make the big upgrade. In the meantime, we can fix the parts of the tutorial are totally obsolete, like the part on irrigation. --[[User:Strangething|Strangething]] 19:39, 4 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=137392</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=137392"/>
		<updated>2011-03-04T19:39:01Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Forum Thread==&lt;br /&gt;
The old thread was mostly about the creation of Bentgirder. So I made a new one for the finished product.  [http://www.bay12forums.com/smf/index.php?topic=74208.0 Official Bentgirder thread]. &lt;br /&gt;
&lt;br /&gt;
== Channel for a farm ==&lt;br /&gt;
I'm newb and following this tutorial and I seem to have misunderstood the section on setting up a channel for a farm.  I set up a room underground attached to my main chamber then did a channel to it.  Needless to say the entire thing flooded.&lt;br /&gt;
&lt;br /&gt;
:That is exactly what you need.  Once the water dries, then you can build a farm plot on the muddy ground.  Also, I noticed your other question, so here is the answer to that one, too.&lt;br /&gt;
:Jobs are done when the dwarf wants to do them.  If the carpenter also has other labors enabled (say, food hauling), then it may take them a while before they make the bed.  Some jobs have really high priority, others less so.  (Which makes sense, right? If you don't haul the food, it will rot, but if you don't make a bed, then it doesn't really matter).  If you really want a job done quickly, disable all the other labors for the dwarf.--[[User:Kwieland|Kwieland]] 21:03, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the &amp;quot;Keys used&amp;quot; block standard in each section. (Who did that, BTW? Stand up and take the credit.)  --[[User:Strangething|Strangething]] 06:01, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Constructions - Done! --[[User:Kwieland|Kwieland]] 19:54, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Would it be worth it to mention a few of the oddities of construction in the appropriate section?&lt;br /&gt;
&lt;br /&gt;
While it would diminish the Fun and be a bit redundant of other articles, the intention of a tutorial is to introduce players to the basic mechanics and oddities of a system, and I could see how someone following this guide would get frustrated over stuck dwarves or accidentally removing a supporting wall (if they assume there are failsafes in the AI). I'd be happy to flesh this section out, provided others thought it a good idea (perhaps give an example mini-project akin to the earlier sections of the walkthrough). --[[User:Barrow|Barrow]] 17:13, 4 August 2010 (UTC)&lt;br /&gt;
:Go for it.  It is a wiki after all. A section right after the construction section, maybe one that mentions &amp;quot;suspended&amp;quot; things.  Other things, if they are short, could go in the FAQ.--[[User:Kwieland|Kwieland]] 11:53, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm going to write my comments on the Bentgirder page itself, so I don't have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
:I can understand the first three.  What do the leader and teacher skills really do, anyway?  Why would you pick them?--[[User:Kwieland|Kwieland]] 19:07, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;br /&gt;
&lt;br /&gt;
==Mugs are not the most efficient==&lt;br /&gt;
&lt;br /&gt;
I disagree strongly that mugs are the most efficient stone craft. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here.  (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have ''three'' tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others.&lt;br /&gt;
&lt;br /&gt;
In armor, a single bar of metal can produce many types of armor.  There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale).  This is for 31.10, so I haven't checked for the most recent update.  Basic take home message is if you want to set up an industry, you need to look at all the factors.&lt;br /&gt;
:In 40d, a mug had the same base value as a craft/instrument/toy, though they were significantly heavier and thus you couldn't fit nearly as many into a single bin. --[[User:Quietust|Quietust]] 18:56, 23 July 2010 (UTC)&lt;br /&gt;
::I just checked this.  Mugs are the most cost efficient. mugs&amp;gt;crafts&amp;gt;musical instruments &amp;amp; toys simply because of the number created.--[[User:Kwieland|Kwieland]] 11:10, 26 July 2010 (UTC)&lt;br /&gt;
:::Not exactly. Mugs are also the heaviest, and crafts are created three-at-a-time too. Since the value is the same, crafts are more efficient due to lower weight and identical quantity. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:28, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Population Growth ==&lt;br /&gt;
&lt;br /&gt;
I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)&lt;br /&gt;
:My experience is similar to your experience - 7 the first wave, ~14 or so the second.  I have my pop-cap set at 10, so I don't usually get anymore after that.  I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!).&lt;br /&gt;
:: Also similar - Starting 7, then 2, then 7, then 20. The next two migrant waves brought nobody, despite doubling my fortress size, smoothing the entire thing, and buying out entire caravans, with gifts to spare. --[[User:Romeofalling|Romeofalling]] 07:06, 28 September 2010 (UTC)&lt;br /&gt;
:I don't know about population growth in general, though.  I would have said the opposite.  I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing.  Man they got busy. Kids. Lots of kids.  I quit when the FPS got to be terrible.  &lt;br /&gt;
:I still see pathing issues.  Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another.  Maybe my fortress design is tricky to path through?  The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Section Headings That Contain Commands (i.e.: &amp;quot;Fortress Status: Z&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see the commands in the headings use the case of the actual command: &amp;quot;Fortress Status: z&amp;quot;.&amp;lt;br /&amp;gt;I'm new to DF, and tried several times to check fortress status with &amp;quot;Z&amp;quot; before reading further that the command is &amp;quot;z&amp;quot; instead. I would've edited it myself but I'm new here and didn't want to go busting things up without knowing if there was a good reason to use capital letters in the headings.&lt;br /&gt;
&lt;br /&gt;
==Updated for most recent version==&lt;br /&gt;
&lt;br /&gt;
Does this need to be updated for the patches?  Specifically aren't the raws with the save game files?[[User:Kwieland|Kwieland]] 00:44, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The save has been updated to 31.18, as it says on the DFFD download page. If you use a graphics pack, that might require a raw file update. --[[User:Strangething|Strangething]] 01:03, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Could I request an update to 31:19 please?&lt;br /&gt;
&lt;br /&gt;
:::Really, Bendgirder needs to be re-done with a whole new world and save file. I have a plan for that, but I don't have much time. After 31.20 is out, I'll make the big upgrade. In the meantime, we can fix the parts of the tutorial are totally obsolete, like the part on irrigation. --[[User:Strangething|Strangething]] 19:39, 4 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136554</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136554"/>
		<updated>2011-02-19T06:33:49Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a building that {{L|egg}} laying creatures will use to lay their eggs in. A [[tool|nest box]] is created at a {{L|craftsdwarf's workshop}} or {{L|metalsmith's forge}}.  Once {{k|b}}uilt, the box will be claimed by an egg laying animal.  The animal that claims the nest box will not leave the box unless it is deconstructed, and will periodically lay {{L|egg}}s into the box.  A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present.  If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten.  To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors.  There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch.  &lt;br /&gt;
&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s.&lt;br /&gt;
&lt;br /&gt;
A current bug causes wild egg layers to claim nest boxes and attack any tame animals roosting nearby.  This bug makes it possible to create a dwarven cockfighting ring on maps with wild poultry.&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Beekeeping_industry&amp;diff=136553</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=136553"/>
		<updated>2011-02-19T06:14:21Z</updated>

		<summary type="html">&lt;p&gt;Strangething: added links, clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The '''beekeeping 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 {{L|honey bee}}s. These {{L|vermin}}-type creatures occur in any non-freezing {{L|biome}}. After finding a colony of bees, the next step is to create an artificial {{l|hive}} in the {{L|craftsdwarf's workshop}} 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 {{L|Beekeeping}} labor enabled, and must be made in a tile adjacent to an outside tile. Unless the player specifies otherwise, (with {{K|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;
* The player may toggle the hive (using g) 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 {{L|royal jelly}} to an empty {{L|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 and can be cooked.&lt;br /&gt;
&lt;br /&gt;
That honey can then be brought to a {{L|still}} and, when combined with a non-absorbent {{L|barrel}}, can create [[mead]].&lt;br /&gt;
&lt;br /&gt;
The pressed honeycomb can be brought to a craftsdwarf's workshop and turned into {{L|wax}} {{L|crafts}}.&lt;br /&gt;
&lt;br /&gt;
[[category:industry]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=135170</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=135170"/>
		<updated>2011-01-21T01:06:20Z</updated>

		<summary type="html">&lt;p&gt;Strangething: new forum thread link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New Forum Thread==&lt;br /&gt;
The old thread was mostly about the creation of Bentgirder. So I made a new one for the finished product.  [http://www.bay12forums.com/smf/index.php?topic=74208.0 Official Bentgirder thread]. &lt;br /&gt;
&lt;br /&gt;
== Channel for a farm ==&lt;br /&gt;
I'm newb and following this tutorial and I seem to have misunderstood the section on setting up a channel for a farm.  I set up a room underground attached to my main chamber then did a channel to it.  Needless to say the entire thing flooded.&lt;br /&gt;
&lt;br /&gt;
:That is exactly what you need.  Once the water dries, then you can build a farm plot on the muddy ground.  Also, I noticed your other question, so here is the answer to that one, too.&lt;br /&gt;
:Jobs are done when the dwarf wants to do them.  If the carpenter also has other labors enabled (say, food hauling), then it may take them a while before they make the bed.  Some jobs have really high priority, others less so.  (Which makes sense, right? If you don't haul the food, it will rot, but if you don't make a bed, then it doesn't really matter).  If you really want a job done quickly, disable all the other labors for the dwarf.--[[User:Kwieland|Kwieland]] 21:03, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the &amp;quot;Keys used&amp;quot; block standard in each section. (Who did that, BTW? Stand up and take the credit.)  --[[User:Strangething|Strangething]] 06:01, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Constructions - Done! --[[User:Kwieland|Kwieland]] 19:54, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Would it be worth it to mention a few of the oddities of construction in the appropriate section?&lt;br /&gt;
&lt;br /&gt;
While it would diminish the Fun and be a bit redundant of other articles, the intention of a tutorial is to introduce players to the basic mechanics and oddities of a system, and I could see how someone following this guide would get frustrated over stuck dwarves or accidentally removing a supporting wall (if they assume there are failsafes in the AI). I'd be happy to flesh this section out, provided others thought it a good idea (perhaps give an example mini-project akin to the earlier sections of the walkthrough). --[[User:Barrow|Barrow]] 17:13, 4 August 2010 (UTC)&lt;br /&gt;
:Go for it.  It is a wiki after all. A section right after the construction section, maybe one that mentions &amp;quot;suspended&amp;quot; things.  Other things, if they are short, could go in the FAQ.--[[User:Kwieland|Kwieland]] 11:53, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm going to write my comments on the Bentgirder page itself, so I don't have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
:I can understand the first three.  What do the leader and teacher skills really do, anyway?  Why would you pick them?--[[User:Kwieland|Kwieland]] 19:07, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;br /&gt;
&lt;br /&gt;
==Mugs are not the most efficient==&lt;br /&gt;
&lt;br /&gt;
I disagree strongly that mugs are the most efficient stone craft. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here.  (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have ''three'' tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others.&lt;br /&gt;
&lt;br /&gt;
In armor, a single bar of metal can produce many types of armor.  There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale).  This is for 31.10, so I haven't checked for the most recent update.  Basic take home message is if you want to set up an industry, you need to look at all the factors.&lt;br /&gt;
:In 40d, a mug had the same base value as a craft/instrument/toy, though they were significantly heavier and thus you couldn't fit nearly as many into a single bin. --[[User:Quietust|Quietust]] 18:56, 23 July 2010 (UTC)&lt;br /&gt;
::I just checked this.  Mugs are the most cost efficient. mugs&amp;gt;crafts&amp;gt;musical instruments &amp;amp; toys simply because of the number created.--[[User:Kwieland|Kwieland]] 11:10, 26 July 2010 (UTC)&lt;br /&gt;
:::Not exactly. Mugs are also the heaviest, and crafts are created three-at-a-time too. Since the value is the same, crafts are more efficient due to lower weight and identical quantity. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:28, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Population Growth ==&lt;br /&gt;
&lt;br /&gt;
I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)&lt;br /&gt;
:My experience is similar to your experience - 7 the first wave, ~14 or so the second.  I have my pop-cap set at 10, so I don't usually get anymore after that.  I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!).&lt;br /&gt;
:: Also similar - Starting 7, then 2, then 7, then 20. The next two migrant waves brought nobody, despite doubling my fortress size, smoothing the entire thing, and buying out entire caravans, with gifts to spare. --[[User:Romeofalling|Romeofalling]] 07:06, 28 September 2010 (UTC)&lt;br /&gt;
:I don't know about population growth in general, though.  I would have said the opposite.  I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing.  Man they got busy. Kids. Lots of kids.  I quit when the FPS got to be terrible.  &lt;br /&gt;
:I still see pathing issues.  Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another.  Maybe my fortress design is tricky to path through?  The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Section Headings That Contain Commands (i.e.: &amp;quot;Fortress Status: Z&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see the commands in the headings use the case of the actual command: &amp;quot;Fortress Status: z&amp;quot;.&amp;lt;br /&amp;gt;I'm new to DF, and tried several times to check fortress status with &amp;quot;Z&amp;quot; before reading further that the command is &amp;quot;z&amp;quot; instead. I would've edited it myself but I'm new here and didn't want to go busting things up without knowing if there was a good reason to use capital letters in the headings.&lt;br /&gt;
&lt;br /&gt;
==Updated for most recent version==&lt;br /&gt;
&lt;br /&gt;
Does this need to be updated for the patches?  Specifically aren't the raws with the save game files?[[User:Kwieland|Kwieland]] 00:44, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The save has been updated to 31.18, as it says on the DFFD download page. If you use a graphics pack, that might require a raw file update. --[[User:Strangething|Strangething]] 01:03, 21 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=135169</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=135169"/>
		<updated>2011-01-21T01:03:17Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Updated for most recent version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0&lt;br /&gt;
&lt;br /&gt;
== Channel for a farm ==&lt;br /&gt;
I'm newb and following this tutorial and I seem to have misunderstood the section on setting up a channel for a farm.  I set up a room underground attached to my main chamber then did a channel to it.  Needless to say the entire thing flooded.&lt;br /&gt;
&lt;br /&gt;
:That is exactly what you need.  Once the water dries, then you can build a farm plot on the muddy ground.  Also, I noticed your other question, so here is the answer to that one, too.&lt;br /&gt;
:Jobs are done when the dwarf wants to do them.  If the carpenter also has other labors enabled (say, food hauling), then it may take them a while before they make the bed.  Some jobs have really high priority, others less so.  (Which makes sense, right? If you don't haul the food, it will rot, but if you don't make a bed, then it doesn't really matter).  If you really want a job done quickly, disable all the other labors for the dwarf.--[[User:Kwieland|Kwieland]] 21:03, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the &amp;quot;Keys used&amp;quot; block standard in each section. (Who did that, BTW? Stand up and take the credit.)  --[[User:Strangething|Strangething]] 06:01, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Constructions - Done! --[[User:Kwieland|Kwieland]] 19:54, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Would it be worth it to mention a few of the oddities of construction in the appropriate section?&lt;br /&gt;
&lt;br /&gt;
While it would diminish the Fun and be a bit redundant of other articles, the intention of a tutorial is to introduce players to the basic mechanics and oddities of a system, and I could see how someone following this guide would get frustrated over stuck dwarves or accidentally removing a supporting wall (if they assume there are failsafes in the AI). I'd be happy to flesh this section out, provided others thought it a good idea (perhaps give an example mini-project akin to the earlier sections of the walkthrough). --[[User:Barrow|Barrow]] 17:13, 4 August 2010 (UTC)&lt;br /&gt;
:Go for it.  It is a wiki after all. A section right after the construction section, maybe one that mentions &amp;quot;suspended&amp;quot; things.  Other things, if they are short, could go in the FAQ.--[[User:Kwieland|Kwieland]] 11:53, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm going to write my comments on the Bentgirder page itself, so I don't have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
:I can understand the first three.  What do the leader and teacher skills really do, anyway?  Why would you pick them?--[[User:Kwieland|Kwieland]] 19:07, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;br /&gt;
&lt;br /&gt;
==Mugs are not the most efficient==&lt;br /&gt;
&lt;br /&gt;
I disagree strongly that mugs are the most efficient stone craft. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here.  (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have ''three'' tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others.&lt;br /&gt;
&lt;br /&gt;
In armor, a single bar of metal can produce many types of armor.  There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale).  This is for 31.10, so I haven't checked for the most recent update.  Basic take home message is if you want to set up an industry, you need to look at all the factors.&lt;br /&gt;
:In 40d, a mug had the same base value as a craft/instrument/toy, though they were significantly heavier and thus you couldn't fit nearly as many into a single bin. --[[User:Quietust|Quietust]] 18:56, 23 July 2010 (UTC)&lt;br /&gt;
::I just checked this.  Mugs are the most cost efficient. mugs&amp;gt;crafts&amp;gt;musical instruments &amp;amp; toys simply because of the number created.--[[User:Kwieland|Kwieland]] 11:10, 26 July 2010 (UTC)&lt;br /&gt;
:::Not exactly. Mugs are also the heaviest, and crafts are created three-at-a-time too. Since the value is the same, crafts are more efficient due to lower weight and identical quantity. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:28, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Population Growth ==&lt;br /&gt;
&lt;br /&gt;
I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)&lt;br /&gt;
:My experience is similar to your experience - 7 the first wave, ~14 or so the second.  I have my pop-cap set at 10, so I don't usually get anymore after that.  I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!).&lt;br /&gt;
:: Also similar - Starting 7, then 2, then 7, then 20. The next two migrant waves brought nobody, despite doubling my fortress size, smoothing the entire thing, and buying out entire caravans, with gifts to spare. --[[User:Romeofalling|Romeofalling]] 07:06, 28 September 2010 (UTC)&lt;br /&gt;
:I don't know about population growth in general, though.  I would have said the opposite.  I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing.  Man they got busy. Kids. Lots of kids.  I quit when the FPS got to be terrible.  &lt;br /&gt;
:I still see pathing issues.  Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another.  Maybe my fortress design is tricky to path through?  The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Section Headings That Contain Commands (i.e.: &amp;quot;Fortress Status: Z&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see the commands in the headings use the case of the actual command: &amp;quot;Fortress Status: z&amp;quot;.&amp;lt;br /&amp;gt;I'm new to DF, and tried several times to check fortress status with &amp;quot;Z&amp;quot; before reading further that the command is &amp;quot;z&amp;quot; instead. I would've edited it myself but I'm new here and didn't want to go busting things up without knowing if there was a good reason to use capital letters in the headings.&lt;br /&gt;
&lt;br /&gt;
==Updated for most recent version==&lt;br /&gt;
&lt;br /&gt;
Does this need to be updated for the patches?  Specifically aren't the raws with the save game files?[[User:Kwieland|Kwieland]] 00:44, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The save has been updated to 31.18, as it says on the DFFD download page. If you use a graphics pack, that might require a raw file update. --[[User:Strangething|Strangething]] 01:03, 21 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Menu&amp;diff=134299</id>
		<title>v0.31:Menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Menu&amp;diff=134299"/>
		<updated>2011-01-01T22:05:10Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Furances Menu */  fixed more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
==Main in-game Menu==&lt;br /&gt;
 [[Image:MainMenuDF2010.png|right]]&lt;br /&gt;
* {{K|a}}: View Announcements - Displays recent [[Announcements]]&lt;br /&gt;
* {{K|b}}: Building - [[#Building Menu|Building Menu]]&lt;br /&gt;
* {{K|r}}: Reports -  [[#Combat reports screen|Combat reports screen]]&lt;br /&gt;
* {{K|c}}: View civilizations - Shows [[Civilizations]] that have been met&lt;br /&gt;
* {{K|d}}: Designations - [[#Designate Menu|Designate Menu]]&lt;br /&gt;
* {{K|o}}: Set Order - [[DF2010:Standing orders|Orders Menu]]&lt;br /&gt;
* {{K|k}}: Look Around &lt;br /&gt;
* {{K|j}}: Job List - [[#Jobs Screen|Jobs Screen]]&lt;br /&gt;
* {{K|m}}: Military - [[DF2010:Military interface|Military Interface]]&lt;br /&gt;
* {{K|s}}: Squads - [[#Squads Menu|Squads Menu]]&lt;br /&gt;
* {{K|N}}: Points/Routes/Notes - [[#Notes Menu|Notes Menu]]&lt;br /&gt;
* {{K|w}}: Define Burrows - [[#Burrows Menu|Burrows Menu]]&lt;br /&gt;
* {{K|p}}: Stockpiles - [[#Stockpiles Menu|Stockpiles Menu]]&lt;br /&gt;
* {{K|i}}: Zones - Place a [[Zone]]&lt;br /&gt;
* {{K|q}}: Set Building Tasks/Prefs - &lt;br /&gt;
* {{K|R}}: View Rooms/Buildings - View all [[Rooms]]&lt;br /&gt;
* {{K|t}}: View Items in Buildings&lt;br /&gt;
* {{K|v}}: View Units&lt;br /&gt;
* {{K|h}}: Hot Keys - [[#Hot Keys Menu|Hot Keys Menu]]&lt;br /&gt;
* {{K|n}}: Nobles and Administrators - [[#Nobles Screen|Nobles Screen]]&lt;br /&gt;
* {{K|z}}: Status - [[#Status Screen|Status Screen]]&lt;br /&gt;
* {{K|Tab}}: Move this menu/map - Moves the menu/map into another arrangement&lt;br /&gt;
* {{K|?}}: Help - [[#Help Screen|Help Screen]]&lt;br /&gt;
* {{K|Esc}}: Options - Set [[Options]]&lt;br /&gt;
* {{K|;}}: Movies&lt;br /&gt;
* {{K|D}}:  Depot Access - View whether your [[Trade Depots]] can be reached by other civs&lt;br /&gt;
* {{K|Space}}: Resume&lt;br /&gt;
* {{K|.}}: One-Step&lt;br /&gt;
&lt;br /&gt;
*{{K|u}}'': [[#Units Screen|Units Screen]] - Not displayed on Menu.''&lt;br /&gt;
&lt;br /&gt;
=== Building Menu ===&lt;br /&gt;
[[Image:BuildingMenu2010.png|right]]&lt;br /&gt;
:This menu lists objects/buildings that can be placed.  Some require dwarves to have a specific hauling labor set, others require dwarves to have another labor set.&lt;br /&gt;
* Armor Stand ({{K|a}}) - Place a built [[Armor Stand]] (req. Furniture hauling)&lt;br /&gt;
* Bed ({{K|b}}) - Place a built [[Bed]] (req. Furniture hauling)&lt;br /&gt;
* Seat ({{K|c}}) - Place a built [[Seat]] (req. Furniture hauling)&lt;br /&gt;
* Burial Receptacle ({{K|n}}) - Place a built [[Coffin]] (req. Furniture hauling)&lt;br /&gt;
* Door ({{K|d}}) - Place a built [[Door]] (req. Furniture hauling)&lt;br /&gt;
* Floodgate ({{K|x}}) - Place a built [[Floodgate]] (req. Furniture hauling)&lt;br /&gt;
* Floor Hatch ({{K|H}}) - Place a built [[Floor Hatch]] (req. Furniture hauling)&lt;br /&gt;
* Wall Grate ({{K|W}}) - Place a built [[Wall Grate]] (req. Furniture hauling)&lt;br /&gt;
* Floor Grate ({{K|G}}) - Place a built [[Floor Grate]] (req. Furniture hauling)&lt;br /&gt;
* Vertical Bars ({{K|B}}) - Place a built [[Vertical Bars]] (req. Furniture hauling)&lt;br /&gt;
* Floor Bars ({{K|Alt}}+({{K|b}}) - Place a built [[Floor Bars]] (req. Furniture hauling)&lt;br /&gt;
* Cabinet ({{K|f}}) - Place a built [[Cabinet]] (req. Furniture hauling)&lt;br /&gt;
* Container ({{K|h}}) - Place a built [[Container]] (req. Furniture hauling)&lt;br /&gt;
* Kennels ({{K|k}}) - Construct a [[Kennel]] (req. {{L|animal training}}, {{L|Animal dissector|small animal dissection}} and/or {{L|trapping}} labor)&lt;br /&gt;
* Farm Plot ({{K|p}}) - Place a [[Farm]] (req. {{L|Farming}} labor)&lt;br /&gt;
* Weapon Rack ({{K|r}}) - Place a built [[Weapon Rack]] (req. Furniture hauling)&lt;br /&gt;
* Statue ({{K|s}}) - Place a built [[Statue]] (req. Furniture hauling)&lt;br /&gt;
* Table ({{K|t}}) - Place a built [[Table]] (req. Furniture hauling)&lt;br /&gt;
* Paved Road ({{K|o}}) - Build a [[Paved Road]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Dirt Road ({{K|O}}) - Build a [[Dirt Road]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Bridge ({{K|g}}) - Build a [[Bridge]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Well ({{K|l}}) - Build a [[Well]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Siege Engines ({{K|i}})&lt;br /&gt;
** Ballista ({{K|b}})&lt;br /&gt;
** Catapult ({{K|c}})&lt;br /&gt;
* Workshops ({{K|w}}) - [[#Workshops Menu|Workshops Menu]]  - Menu to build various {{L|Workshops}}&lt;br /&gt;
* Furnaces ({{K|e}}) - [[#Furnaces Menu|Furnaces Menu]]  - Menu to build various {{L|Furnace}}&lt;br /&gt;
* Glass Window ({{K|y}}) - Place a built [[Glass Window]] (req. Furniture hauling]]&lt;br /&gt;
* Gem Window ({{K|Y}}) - Create a [[Gem Window]] ('''with job''')&lt;br /&gt;
* Wall/Floor/Stairs ({{K|C}})&lt;br /&gt;
** Wall ({{K|w}}) - Build a [[Wall]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Floor ({{K|f}}) - Build a [[Floor]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Ramp ({{K|r}}) - Build a [[Ramp]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Up Stair ({{K|u}}) - Build a [[Up Stair]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Down Stair ({{K|d}}) - Build a [[Down Stair]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Up/Down Stair ({{K|x}}) - Build a [[Stairs|Up/Down Stair]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Fortification ({{K|F}}) - Build a [[Fortification]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
* Trade Depot ({{K|D}}) - Construct a [[Trade Depot]] &lt;br /&gt;
* Traps/Levers ({{K|T}})&lt;br /&gt;
** Stone-Fall Trap ({{K|s}}) - Build a [[Stone-Fall Trap]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Weapon Trap ({{K|w}}) - Build a [[Weapon Trap]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Lever ({{K|l}}) - Build a [[Lever]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Pressure Plate ({{K|p}}) - Build a [[Pressure Plate]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Cage Trap ({{K|c}}) - Build a [[Cage Trap]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Upright Spear/Spike ({{K|S}}) - Build a [[Trap|Upright Spear/Spike]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
* Machine Components ({{K|M}})&lt;br /&gt;
** Screw Pump ({{K|s}}) - Build a [[Screw Pump]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Water Wheel ({{K|w}}) - Build a [[Water Wheel]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Windmill ({{K|m}}) - Build a [[Windmill]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Gear Assembly ({{K|g}}) - Build a [[Gear Assembly]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Horizontal Axle ({{K|h}}) - Build a [[Horizontal Axle]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Vertical Axle ({{K|v}}) - Build a [[Vertical Axle]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
* Support ({{K|S}}) - Construct a [[Support]] ('''with job''')&lt;br /&gt;
* Animal Trap ({{K|m}}) - Place an [[Animal Trap]] (with hauling)&lt;br /&gt;
* Restraint ({{K|v}}) - Place a [[Restraint]] (req. Furniture hauling)&lt;br /&gt;
* Cage ({{K|j}}) - Place a built [[Cage]] (req. Furniture hauling)&lt;br /&gt;
* Archery Target ({{K|A}}) - Build an [[Archery Target]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Traction Bench ({{K|R}}) - Place a [[Traction Bench]] (req. Furniture hauling)&lt;br /&gt;
==== Workshops Menu ====&lt;br /&gt;
[[Image:Workshops Menu.png|right]]&lt;br /&gt;
*Leather works ({{K|e}}) - Build a {{L|Leather works}} (req. {{L|Leatherworking}} labor)&lt;br /&gt;
*Quern ({{K|q}}) - Build a {{L|Quern}} (req. {{L|Milling}} labor)&lt;br /&gt;
*Millstone ({{K|M}}) - Build a {{L|Millstone}} (req. {{L|Mechanic}} labor)&lt;br /&gt;
*Loom ({{K|o}}) - Build a {{L|Loom}} (req. {{L|Weaving}} labor)&lt;br /&gt;
*Clothier’s Shop ({{K|k}}) - Build a {{L|Clothier's shop}} (req. {{L|Clothesmaking}} labor)&lt;br /&gt;
*Bowyer’s Workshop ({{K|b}}) - Build a {{L|Bowyer's workshop}} (req. {{L|Bowyer}} labor)&lt;br /&gt;
*Carpenter’s Workshop ({{K|c}})  - Build a {{L|Carpenter's workshop}} (req. {{L|Carpentery}} labor)&lt;br /&gt;
*Metalsmith’s Forge ({{K|f}}) - Build a {{L|Metalsmith's forge}} (req. {{L|Weaponsmithing}}/{{L|Armoring}}/{{L|Blacksmithing}}/{{L|Metalcrafting}} labor)&lt;br /&gt;
*Magma Forge ({{K|v}}) - Build a {{L|Magma forge}} (req. {{L|Weaponsmithing}}/{{L|Armoring}}/{{L|Blacksmithing}}/{{L|Metalcrafting}} labor)&lt;br /&gt;
*Jeweler’s Workshop ({{K|j}}) - Build a {{L|Jeweler's workshop}} (req. {{L|Gem Cutting}} or {{L|Gem Setting}} labor)&lt;br /&gt;
*Mason’s Workshop ({{K|m}}) - Build a {{L|Mason's workshop}} (req. {{L|Masonry}} labor)&lt;br /&gt;
*Butcher’s Shop ({{K|u}}) - Build a {{L|Butcher's shop}} (req. {{L|Butchery}} labor)&lt;br /&gt;
*Tanner’s Shop ({{K|n}}) - Build a {{L|Tanner's shop}} (req. {{L|Tanning}} labor)&lt;br /&gt;
*Craftsdwarf’s Workshop ({{K|r}}) - Build a {{L|Craftsdwarf's workshop}} (req. {{L|Woodcrafting}}/{{L|Bone Carving}}/{{L|Stonecrafting}} labor)&lt;br /&gt;
*Siege Workshop ({{K|s}}) - Build a {{L|Siege workshop}} (req. {{L|Siege Engineering}} labor)&lt;br /&gt;
*Mechanic’s Workshop ({{K|t}}) - Build a {{L|Mechanic's workshop}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
*Still ({{K|l}}) - Build a {{L|Still}} (req. {{L|Brewing}} labor)&lt;br /&gt;
*Farmer’s Workshop ({{K|w}}) - Build a {{L|Farmer's workshop}} (req. {{L| Plant processing }}/{{L|Milking}}/{{L|Cheese making }} labor)&lt;br /&gt;
*Kitchen ({{K|z}}) - Build a {{L|Kitchen}} (req. {{L|Cooking}} labor)&lt;br /&gt;
*Fishery ({{K|h}}) - Build a {{L|Fishery}} (req. {{L|Fishing}}/{{L|Fish Cleaning}} labor)&lt;br /&gt;
*Ashery ({{K|y}}) - Build an {{L|Ashery}} (req. {{L|Potash Making}} or {{L|Lye Making}} labor)&lt;br /&gt;
*Dyer’s Shop ({{K|d}}) - Build a {{L|Dyer's shop}} (req. {{L|Dyer}} labor)&lt;br /&gt;
*Soap Maker’s Workshop ({{K|S}}) - Build a {{L|Soap maker's workshop}} (req. {{L|Soap Making}} labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Furnaces Menu ====&lt;br /&gt;
[[Image:FurnacesMenu.png|right]]&lt;br /&gt;
*Wood Furnce ({{K|w}}) - Build a {{L|Wood furnace}} (req. {{L|Architecture}} labor)&lt;br /&gt;
*Smelter ({{K|s}}) - Build a {{L|Smelter}} (req. {{L|Architecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
*Glass Furnace ({{K|g}}) - Build a {{L|Glass furnace}} (req. {{L|Architecture}} and  {{L|Masonry}}/{{L|Metalsmithing}} labor)&lt;br /&gt;
*Kiln ({{K|k}}) - Build a {{L|Kiln}} (req. {{L|Architecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
*Magma Smelter ({{K|l}}) - Build a {{L|Magma smelter}} (req. {{L|Architecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
*Magma Glass Furnace ({{K|a}}) - Build a {{L|Magma glass furnace}} (req. {{L|Architecture}} and  {{L|Masonry}}/{{L|Metalsmithing}} labor)&lt;br /&gt;
*Magma Kiln ({{K|n}}) - Build a {{L|Magma kiln}} (req. {{L|Architecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
=== Combat reports Screen===&lt;br /&gt;
[[Image:CombatReportsScreen2010.png|right]]&lt;br /&gt;
=== Designate Menu ===&lt;br /&gt;
[[Image:DesignateMenu2010.png|right]]&lt;br /&gt;
: These options each allow you to mark tiles with certain designations.  Each are marked by first picking a tile with {{K|Enter}} for one corner of the square and {{K|Enter}} to mark the other corner.  &lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be {{L|Mining|mined}} out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. {{req. {{L|Mining}} labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be {{L|Channel|channeled}} out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. {{req. {{L|Mining}} labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. {{L|Mining}} labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. {{L|Mining}} labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. {{L|Mining}} labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. {{L|Mining}} labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. {{L|Mining}} labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark {{L|Trees}} to be chopped down. (req. {{L|Wood cutting}} labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark {{L|Plants}} to be gathered down. (req. {{L|Plant gathering}} labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. {{L|Stone detailing}} labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. {{L|Stone detailing}} labor)&lt;br /&gt;
*Carve Fortifications ({{K|a}}) - Mark smoothed walls to have {{L|fortifications}} carved.  (req. {{L|Stone detailing}} labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark {{L|Constructions}} to be removed (no labor required)&lt;br /&gt;
*Set Building/Item Properties ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be {{L|Claim|claimed}}.&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be {{L|Forbid|forbidden}}.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be {{L|Melt|melted}}.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove {{L|melt }} marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be {{L|Dump|dumped}}.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove {{L|dump}} marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be {{L|hidden }}.&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove {{L|hidden|forbidden}} marking from area.&lt;br /&gt;
*Set Traffic Areas ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
===Jobs Screen===&lt;br /&gt;
[[Image:JobsScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Squads Menu ===&lt;br /&gt;
[[Image:SquadsMenu2010.png|right]]&lt;br /&gt;
:This menu allows you to manage your squads&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Notes Menu ===&lt;br /&gt;
[[Image:NotesMenu2010.png|right]]&lt;br /&gt;
:Allows the placement of notes, also referred to as “points”.  Required to create patrol routes, often used to label levers so you can remember what they are connected to.&lt;br /&gt;
*{{K|p}}: Place - Places a note on the cursor&lt;br /&gt;
*{{K|d}}: Delete - Deletes notes on the cursor&lt;br /&gt;
*{{K|n}}: Name - Name/label the note placed at this point&lt;br /&gt;
*{{K|t}}: Note text - Add additional information for the note&lt;br /&gt;
*{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
*{{K|s}}: Adopt selected symbol - Makes all future notes use the selected options .&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|r}}:Routes – [[#Routes Menu]] allows linking of Notes/points together to form routes for patrols.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Routes Menu ====&lt;br /&gt;
[[Image:RoutesMenu2010.png|right]]&lt;br /&gt;
*{{K|a}}: Add route - Create a new route.&lt;br /&gt;
*{{K|e}}: Edit waypts - Edit points that make up the route.&lt;br /&gt;
**{{K|a}}: Add waypt - Add current point to route.&lt;br /&gt;
**{{K|d}}: Add waypt - Delete current point from route.&lt;br /&gt;
**{{K|p}}: Add waypt - Finish editing route.&lt;br /&gt;
*{{K|d}}: Del route - Delete currently selected route.&lt;br /&gt;
*{{K|n}}: Name route - Name current route&lt;br /&gt;
*{{K|c}}: Center - Center on route.&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} -  Select different routes&lt;br /&gt;
*{{K|p}}: Back to points/notes - Return to [[#Notes Menu|Notes menu]]&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Burrows Menu ===&lt;br /&gt;
[[Image:BurrowsMenu2010.png|right]]&lt;br /&gt;
:This menu allows the creation and use of Burrows, which help to organize where dwarves are allowed to move/work&lt;br /&gt;
*{{K|a}}: Add new burrow - Create a new burrow&lt;br /&gt;
*{{K|d}}: Delete - Delete currently selected burrow&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}}: Change selection - Switch burrows&lt;br /&gt;
*{{K|Enter}}: Define this burrow - Select areas that make up burrow, multiple areas can be created.&lt;br /&gt;
**{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
**{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|c}}: Add citizens to burrow - Allows you to select which citizens are restricted to this burrow.&lt;br /&gt;
*{{K|z}}: Center on burrow &lt;br /&gt;
*{{K|Esc}}: Done&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Stockpiles Menu ===&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
:Creates stockpiles, dwarves will place items in the appropriate stockpile if they have the correct hauling labor.&lt;br /&gt;
*{{K|a}}: Animal  - Stores animals in cages/traps, empty cages/traps&lt;br /&gt;
*{{K|f}}: Food - Stores food and food by-products (Meat/Fish/Plants/Drinks/Cheese/Seeds/Leaves/Milled plants/Fat/Blood/Lye/ect.)&lt;br /&gt;
*{{K|u}}: Furniture Storage - Stores furniture and siege ammo&lt;br /&gt;
*{{K|y}}: Graveyard - Stores dead dwarves&lt;br /&gt;
*{{K|r}}: Refuse - Stores garbage/dead animals/bones/skulls/shells&lt;br /&gt;
*{{K|s}}: Stone - Stores stone/ore&lt;br /&gt;
*{{K|w}}: Wood - Stores wood&lt;br /&gt;
*{{K|e}}: Gem - Stores rough/cut gems&lt;br /&gt;
*{{K|b}}: Bar/Block - Stores bars (Metal/Coal/Potash/Ash/Pearlash/Soap), and Blocks (Stone/Glass)&lt;br /&gt;
*{{K|h}}: Cloth - Stores cloth/thread&lt;br /&gt;
*{{K|l}}: Leather - Stores leather&lt;br /&gt;
*{{K|z}}: Ammo - Stores Bolts/Arrows/Blowdarts&lt;br /&gt;
*{{K|n}}: Coins - Stores coins&lt;br /&gt;
*{{K|g}}: Finished Goods - Stores finished goods (chains/crafts/clothing (not armor)/splints/crutches/more)&lt;br /&gt;
*{{K|p}}: Weapons - Stores weapons/trap components&lt;br /&gt;
*{{K|d}}: Armor - Stores armor&lt;br /&gt;
*{{K|c}}: Customer Stockpile - Build custom stockpile (define with {{K|t}})&lt;br /&gt;
*{{K|t}}: Custom Settings - Define custom stockpile&lt;br /&gt;
*{{K|/}}{{K|*}}: Reserved Barrels - 0 - ???&lt;br /&gt;
*{{K|-}}:{{K|+}}: Reserved Bins - 0 - ???&lt;br /&gt;
*{{K|x}}: Remove Designation - Remove stockpiles&lt;br /&gt;
*{{K|Enter}}: Select - Place start/end corner of stockpile.&lt;br /&gt;
=== Hot Keys Menu ===&lt;br /&gt;
[[Image:HotKeysMenu2010.png|right]]&lt;br /&gt;
:Allows the editing of hotkeys.  Pressing a hotkey, F1-F8 or Shift F1-F8 zooms to that location.&lt;br /&gt;
*{{K|F#}}: Select line F#&lt;br /&gt;
*{{K|Shift}}+{{K|F#}}: Select line Shift+F#&lt;br /&gt;
*{{K|n}}: Change Name - Name this hotkey&lt;br /&gt;
*{{K|z}}: Zoom Here - Set screen to zoom the the current location when selected hotkey is pressed.&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Nobles Screen ===&lt;br /&gt;
[[Image:NoblesScreen2010.png|right|480px|225px]]&lt;br /&gt;
:In this screen various {{L|nobles}} can be assigned/removed.   See the {{L|nobles}} article for details on nobles, their requirements/demands/mandates.&lt;br /&gt;
*{{K|Enter}}:  View Unit/Fill Vacancy - Assigns a unit to the position if it’s empty, otherwise opens the View screen for that unit.&lt;br /&gt;
*{{K|r}}:  Replace - Replace the current position if possible, or place if empty.&lt;br /&gt;
*{{K|s}}:  Settings - Only available for the {{L|broker}}&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
[[Image:StatusScreen2010.png|right|480px]]&lt;br /&gt;
:Shows basic Fortress status.&lt;br /&gt;
*A - [[#Animals Screen|Animals]]&lt;br /&gt;
*B - [[#Kitchen Screen|Kitchen]]&lt;br /&gt;
*C - [[#Stone Screen|Stone]]&lt;br /&gt;
*D - [[#Stocks Screen|Stocks]]&lt;br /&gt;
*E - [[#Health Screen|Health]]&lt;br /&gt;
*F - [[#Justice Screen|Justice]]&lt;br /&gt;
*G - Date - Day Month, Year, Early/Middle/Late Season - {{L|Trade}} caravans arrive late in the month.  Elves/Humans/Dwarves : Spring/Summer/Autumn&lt;br /&gt;
*H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of {{L|immigrants}}, and {{L|sieges}}.  The wealth of unground structures you can’t see is listed here.  “?” at the end of a value means you haven’t had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*I: How much wealth you have acquired through trade, or traded away (Import/Export)&lt;br /&gt;
*J: How much food you have.  Other contains prepared meals, as well as some inedible plants.&lt;br /&gt;
*{{K|←}}{{K|→}} - Move sub-menu&lt;br /&gt;
*{{K|Enter}} - Select sub-menu&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Animals Screen ====&lt;br /&gt;
[[Image:AnimalsScreen2010.png|right|480px]]&lt;br /&gt;
:This shows information about all tame animals at your fortress.&lt;br /&gt;
*A: Animal type.  Stray Animals can be toggled to become pets, Tame animals are not hostile to your dwarves.&lt;br /&gt;
*B: Gender:  Amulet is Female, Bag (circle with arrow) is male.&lt;br /&gt;
*C: Who owns the animal.  Animals marked unavailable can’t be adopted.  Animals marked “Ready for Slaughter will be slaughtered by a butcher at a butcher’s shop.  Cats are marked as Uninterested and can’t be set as available, cats will adopt dwarves themselves.&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between animals&lt;br /&gt;
*{{K|Enter}} - Toggle pet availability (not possible on untamed or cats)&lt;br /&gt;
*{{K|b}} - Slaughter&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Kitchen Screen ====&lt;br /&gt;
[[Image:KitchenScreen2010.png|right|480px]]&lt;br /&gt;
:This screen allows you to control what food is processed in which manner.&lt;br /&gt;
*A: Type of food&lt;br /&gt;
*B: Count for that food.  “?” at the end of a value means you haven’t had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*C: Whether a food is available to be cooked if possible. Blue=Yes/Red=No&lt;br /&gt;
*D: Whether a food is available to be brewed if possible. Blue=Yes/Red=No&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between animals&lt;br /&gt;
*{{K|c}} - Toggle cook.&lt;br /&gt;
*{{K|b}} - Toggle brew.&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Stone Screen ====&lt;br /&gt;
[[Image:StoneScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lets you restrict usage of stone to specific tasks.  All possible stones are listed here.&lt;br /&gt;
*A: Type of Stone/ore/bar.&lt;br /&gt;
*B: Various reactions that this item is a part of (&amp;lt;b&amp;gt;these can be selected for more information&amp;lt;/b&amp;gt;)&lt;br /&gt;
*{{K|Enter}} - Mark stone economic/non-economic&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Stocks Screen ====&lt;br /&gt;
[[Image:StocksScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lists every item in your fortress.&lt;br /&gt;
*A: General item grouping&lt;br /&gt;
*B: Count of each general type “?” at the end of a value means you haven’t had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*C: individual kinds of items.  Items of the same kind but different {{L|quality}} are grouped together unless {{K|Tab}} is pressed.&lt;br /&gt;
*{{K|tab}}: Mode - Changes between listing single items, and grouping items of different quality but same type together.&lt;br /&gt;
*{{K|z}}: Zoom - only available after pressing {{K|tab}}, zooms screen to selected item.&lt;br /&gt;
*{{K|v}}: View - only available after pressing {{K|tab}}, views information on selected item.&lt;br /&gt;
*{{K|m}}: Melt - Marks/unmarks item or group to be melted&lt;br /&gt;
*{{K|f}}: Forbid - Marks/unmarks item or group to be forbiden&lt;br /&gt;
*{{K|d}}: Dump - Marks/unmarks item or group to be dumped&lt;br /&gt;
*{{K|h}}: Hide - Marks/unmarks item or group to be hidden&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Health Screen ====&lt;br /&gt;
[[Image:HealthScreen2010.png|right|480px]]&lt;br /&gt;
:Lists all types of health information about tamed animals and dwarves in your fortress.&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Justice Screen ====&lt;br /&gt;
 [[Image:JusticeScreen2010.png|right|480px]]&lt;br /&gt;
:Lists information about Justic at your fortress&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
[[Image:HelpScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tanning&amp;diff=134297</id>
		<title>v0.31:Tanning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tanning&amp;diff=134297"/>
		<updated>2011-01-01T21:58:19Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Redirected page to DF2010:Tanner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:tanner]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Menu&amp;diff=134296</id>
		<title>v0.31:Menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Menu&amp;diff=134296"/>
		<updated>2011-01-01T21:52:43Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Workshops Menu */  Links fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
==Main in-game Menu==&lt;br /&gt;
 [[Image:MainMenuDF2010.png|right]]&lt;br /&gt;
* {{K|a}}: View Announcements - Displays recent [[Announcements]]&lt;br /&gt;
* {{K|b}}: Building - [[#Building Menu|Building Menu]]&lt;br /&gt;
* {{K|r}}: Reports -  [[#Combat reports screen|Combat reports screen]]&lt;br /&gt;
* {{K|c}}: View civilizations - Shows [[Civilizations]] that have been met&lt;br /&gt;
* {{K|d}}: Designations - [[#Designate Menu|Designate Menu]]&lt;br /&gt;
* {{K|o}}: Set Order - [[DF2010:Standing orders|Orders Menu]]&lt;br /&gt;
* {{K|k}}: Look Around &lt;br /&gt;
* {{K|j}}: Job List - [[#Jobs Screen|Jobs Screen]]&lt;br /&gt;
* {{K|m}}: Military - [[DF2010:Military interface|Military Interface]]&lt;br /&gt;
* {{K|s}}: Squads - [[#Squads Menu|Squads Menu]]&lt;br /&gt;
* {{K|N}}: Points/Routes/Notes - [[#Notes Menu|Notes Menu]]&lt;br /&gt;
* {{K|w}}: Define Burrows - [[#Burrows Menu|Burrows Menu]]&lt;br /&gt;
* {{K|p}}: Stockpiles - [[#Stockpiles Menu|Stockpiles Menu]]&lt;br /&gt;
* {{K|i}}: Zones - Place a [[Zone]]&lt;br /&gt;
* {{K|q}}: Set Building Tasks/Prefs - &lt;br /&gt;
* {{K|R}}: View Rooms/Buildings - View all [[Rooms]]&lt;br /&gt;
* {{K|t}}: View Items in Buildings&lt;br /&gt;
* {{K|v}}: View Units&lt;br /&gt;
* {{K|h}}: Hot Keys - [[#Hot Keys Menu|Hot Keys Menu]]&lt;br /&gt;
* {{K|n}}: Nobles and Administrators - [[#Nobles Screen|Nobles Screen]]&lt;br /&gt;
* {{K|z}}: Status - [[#Status Screen|Status Screen]]&lt;br /&gt;
* {{K|Tab}}: Move this menu/map - Moves the menu/map into another arrangement&lt;br /&gt;
* {{K|?}}: Help - [[#Help Screen|Help Screen]]&lt;br /&gt;
* {{K|Esc}}: Options - Set [[Options]]&lt;br /&gt;
* {{K|;}}: Movies&lt;br /&gt;
* {{K|D}}:  Depot Access - View whether your [[Trade Depots]] can be reached by other civs&lt;br /&gt;
* {{K|Space}}: Resume&lt;br /&gt;
* {{K|.}}: One-Step&lt;br /&gt;
&lt;br /&gt;
*{{K|u}}'': [[#Units Screen|Units Screen]] - Not displayed on Menu.''&lt;br /&gt;
&lt;br /&gt;
=== Building Menu ===&lt;br /&gt;
[[Image:BuildingMenu2010.png|right]]&lt;br /&gt;
:This menu lists objects/buildings that can be placed.  Some require dwarves to have a specific hauling labor set, others require dwarves to have another labor set.&lt;br /&gt;
* Armor Stand ({{K|a}}) - Place a built [[Armor Stand]] (req. Furniture hauling)&lt;br /&gt;
* Bed ({{K|b}}) - Place a built [[Bed]] (req. Furniture hauling)&lt;br /&gt;
* Seat ({{K|c}}) - Place a built [[Seat]] (req. Furniture hauling)&lt;br /&gt;
* Burial Receptacle ({{K|n}}) - Place a built [[Coffin]] (req. Furniture hauling)&lt;br /&gt;
* Door ({{K|d}}) - Place a built [[Door]] (req. Furniture hauling)&lt;br /&gt;
* Floodgate ({{K|x}}) - Place a built [[Floodgate]] (req. Furniture hauling)&lt;br /&gt;
* Floor Hatch ({{K|H}}) - Place a built [[Floor Hatch]] (req. Furniture hauling)&lt;br /&gt;
* Wall Grate ({{K|W}}) - Place a built [[Wall Grate]] (req. Furniture hauling)&lt;br /&gt;
* Floor Grate ({{K|G}}) - Place a built [[Floor Grate]] (req. Furniture hauling)&lt;br /&gt;
* Vertical Bars ({{K|B}}) - Place a built [[Vertical Bars]] (req. Furniture hauling)&lt;br /&gt;
* Floor Bars ({{K|Alt}}+({{K|b}}) - Place a built [[Floor Bars]] (req. Furniture hauling)&lt;br /&gt;
* Cabinet ({{K|f}}) - Place a built [[Cabinet]] (req. Furniture hauling)&lt;br /&gt;
* Container ({{K|h}}) - Place a built [[Container]] (req. Furniture hauling)&lt;br /&gt;
* Kennels ({{K|k}}) - Construct a [[Kennel]] (req. {{L|animal training}}, {{L|Animal dissector|small animal dissection}} and/or {{L|trapping}} labor)&lt;br /&gt;
* Farm Plot ({{K|p}}) - Place a [[Farm]] (req. {{L|Farming}} labor)&lt;br /&gt;
* Weapon Rack ({{K|r}}) - Place a built [[Weapon Rack]] (req. Furniture hauling)&lt;br /&gt;
* Statue ({{K|s}}) - Place a built [[Statue]] (req. Furniture hauling)&lt;br /&gt;
* Table ({{K|t}}) - Place a built [[Table]] (req. Furniture hauling)&lt;br /&gt;
* Paved Road ({{K|o}}) - Build a [[Paved Road]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Dirt Road ({{K|O}}) - Build a [[Dirt Road]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Bridge ({{K|g}}) - Build a [[Bridge]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Well ({{K|l}}) - Build a [[Well]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Siege Engines ({{K|i}})&lt;br /&gt;
** Ballista ({{K|b}})&lt;br /&gt;
** Catapult ({{K|c}})&lt;br /&gt;
* Workshops ({{K|w}}) - [[#Workshops Menu|Workshops Menu]]  - Menu to build various {{L|Workshops}}&lt;br /&gt;
* Furnaces ({{K|e}}) - [[#Furnaces Menu|Furnaces Menu]]  - Menu to build various {{L|Furnace}}&lt;br /&gt;
* Glass Window ({{K|y}}) - Place a built [[Glass Window]] (req. Furniture hauling]]&lt;br /&gt;
* Gem Window ({{K|Y}}) - Create a [[Gem Window]] ('''with job''')&lt;br /&gt;
* Wall/Floor/Stairs ({{K|C}})&lt;br /&gt;
** Wall ({{K|w}}) - Build a [[Wall]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Floor ({{K|f}}) - Build a [[Floor]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Ramp ({{K|r}}) - Build a [[Ramp]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Up Stair ({{K|u}}) - Build a [[Up Stair]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Down Stair ({{K|d}}) - Build a [[Down Stair]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Up/Down Stair ({{K|x}}) - Build a [[Stairs|Up/Down Stair]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
** Fortification ({{K|F}}) - Build a [[Fortification]] (req. {{L|Masonry}}/{{L|Carpenter}} labor)&lt;br /&gt;
* Trade Depot ({{K|D}}) - Construct a [[Trade Depot]] &lt;br /&gt;
* Traps/Levers ({{K|T}})&lt;br /&gt;
** Stone-Fall Trap ({{K|s}}) - Build a [[Stone-Fall Trap]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Weapon Trap ({{K|w}}) - Build a [[Weapon Trap]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Lever ({{K|l}}) - Build a [[Lever]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Pressure Plate ({{K|p}}) - Build a [[Pressure Plate]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Cage Trap ({{K|c}}) - Build a [[Cage Trap]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Upright Spear/Spike ({{K|S}}) - Build a [[Trap|Upright Spear/Spike]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
* Machine Components ({{K|M}})&lt;br /&gt;
** Screw Pump ({{K|s}}) - Build a [[Screw Pump]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Water Wheel ({{K|w}}) - Build a [[Water Wheel]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Windmill ({{K|m}}) - Build a [[Windmill]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Gear Assembly ({{K|g}}) - Build a [[Gear Assembly]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Horizontal Axle ({{K|h}}) - Build a [[Horizontal Axle]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
** Vertical Axle ({{K|v}}) - Build a [[Vertical Axle]] (req. {{L|Mechanic}} labor)&lt;br /&gt;
* Support ({{K|S}}) - Construct a [[Support]] ('''with job''')&lt;br /&gt;
* Animal Trap ({{K|m}}) - Place an [[Animal Trap]] (with hauling)&lt;br /&gt;
* Restraint ({{K|v}}) - Place a [[Restraint]] (req. Furniture hauling)&lt;br /&gt;
* Cage ({{K|j}}) - Place a built [[Cage]] (req. Furniture hauling)&lt;br /&gt;
* Archery Target ({{K|A}}) - Build an [[Archery Target]] (req. {{L|Architect}} labor)&lt;br /&gt;
* Traction Bench ({{K|R}}) - Place a [[Traction Bench]] (req. Furniture hauling)&lt;br /&gt;
==== Workshops Menu ====&lt;br /&gt;
[[Image:Workshops Menu.png|right]]&lt;br /&gt;
*Leather works ({{K|e}}) - Build a {{L|Leather works}} (req. {{L|Leatherworking}} labor)&lt;br /&gt;
*Quern ({{K|q}}) - Build a {{L|Quern}} (req. {{L|Milling}} labor)&lt;br /&gt;
*Millstone ({{K|M}}) - Build a {{L|Millstone}} (req. {{L|Mechanic}} labor)&lt;br /&gt;
*Loom ({{K|o}}) - Build a {{L|Loom}} (req. {{L|Weaving}} labor)&lt;br /&gt;
*Clothier’s Shop ({{K|k}}) - Build a {{L|Clothier's shop}} (req. {{L|Clothesmaking}} labor)&lt;br /&gt;
*Bowyer’s Workshop ({{K|b}}) - Build a {{L|Bowyer's workshop}} (req. {{L|Bowyer}} labor)&lt;br /&gt;
*Carpenter’s Workshop ({{K|c}})  - Build a {{L|Carpenter's workshop}} (req. {{L|Carpentery}} labor)&lt;br /&gt;
*Metalsmith’s Forge ({{K|f}}) - Build a {{L|Metalsmith's forge}} (req. {{L|Weaponsmithing}}/{{L|Armoring}}/{{L|Blacksmithing}}/{{L|Metalcrafting}} labor)&lt;br /&gt;
*Magma Forge ({{K|v}}) - Build a {{L|Magma forge}} (req. {{L|Weaponsmithing}}/{{L|Armoring}}/{{L|Blacksmithing}}/{{L|Metalcrafting}} labor)&lt;br /&gt;
*Jeweler’s Workshop ({{K|j}}) - Build a {{L|Jeweler's workshop}} (req. {{L|Gem Cutting}} or {{L|Gem Setting}} labor)&lt;br /&gt;
*Mason’s Workshop ({{K|m}}) - Build a {{L|Mason's workshop}} (req. {{L|Masonry}} labor)&lt;br /&gt;
*Butcher’s Shop ({{K|u}}) - Build a {{L|Butcher's shop}} (req. {{L|Butchery}} labor)&lt;br /&gt;
*Tanner’s Shop ({{K|n}}) - Build a {{L|Tanner's shop}} (req. {{L|Tanning}} labor)&lt;br /&gt;
*Craftsdwarf’s Workshop ({{K|r}}) - Build a {{L|Craftsdwarf's workshop}} (req. {{L|Woodcrafting}}/{{L|Bone Carving}}/{{L|Stonecrafting}} labor)&lt;br /&gt;
*Siege Workshop ({{K|s}}) - Build a {{L|Siege workshop}} (req. {{L|Siege Engineering}} labor)&lt;br /&gt;
*Mechanic’s Workshop ({{K|t}}) - Build a {{L|Mechanic's workshop}} (req. {{L|Mechanics}} labor)&lt;br /&gt;
*Still ({{K|l}}) - Build a {{L|Still}} (req. {{L|Brewing}} labor)&lt;br /&gt;
*Farmer’s Workshop ({{K|w}}) - Build a {{L|Farmer's workshop}} (req. {{L| Plant processing }}/{{L|Milking}}/{{L|Cheese making }} labor)&lt;br /&gt;
*Kitchen ({{K|z}}) - Build a {{L|Kitchen}} (req. {{L|Cooking}} labor)&lt;br /&gt;
*Fishery ({{K|h}}) - Build a {{L|Fishery}} (req. {{L|Fishing}}/{{L|Fish Cleaning}} labor)&lt;br /&gt;
*Ashery ({{K|y}}) - Build an {{L|Ashery}} (req. {{L|Potash Making}} or {{L|Lye Making}} labor)&lt;br /&gt;
*Dyer’s Shop ({{K|d}}) - Build a {{L|Dyer's shop}} (req. {{L|Dyer}} labor)&lt;br /&gt;
*Soap Maker’s Workshop ({{K|S}}) - Build a {{L|Soap maker's workshop}} (req. {{L|Soap Making}} labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==== Furances Menu ====&lt;br /&gt;
[[Image:FurnacesMenu.png|right]]&lt;br /&gt;
*Wood Furnce ({{K|w}}) - Build a {{L|Wood furnace}} (req. {{L|Arichitecture}} labor)&lt;br /&gt;
*Smelter ({{K|s}}) - Build a {{L|Smelter}} (req. {{L|Arichitecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
*Glass Furnace ({{K|g}}) - Build a {{L|Glass Furnace}} (req. {{L|Arichitecture}} and  {{L|Masonry}}/{{L|Metalsmithing}} labor)&lt;br /&gt;
*Kiln ({{K|k}}) - Build a {{L|Kiln}} (req. {{L|Arichitecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
*Magma Smelter ({{K|l}}) - Build a {{L|Magma Smelter}} (req. {{L|Arichitecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
*Magma Glass Furnace ({{K|a}}) - Build a {{L|Magma glass furnace}} (req. {{L|Arichitecture}} and  {{L|Masonry}}/{{L|Metalsmithing}} labor)&lt;br /&gt;
*Magma Kiln ({{K|n}}) - Build a {{L|Magma Kiln}} (req. {{L|Arichitecture}} and  {{L|Masonry}} labor)&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Combat reports Screen===&lt;br /&gt;
[[Image:CombatReportsScreen2010.png|right]]&lt;br /&gt;
=== Designate Menu ===&lt;br /&gt;
[[Image:DesignateMenu2010.png|right]]&lt;br /&gt;
: These options each allow you to mark tiles with certain designations.  Each are marked by first picking a tile with {{K|Enter}} for one corner of the square and {{K|Enter}} to mark the other corner.  &lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be {{L|Mining|mined}} out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. {{req. {{L|Mining}} labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be {{L|Channel|channeled}} out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. {{req. {{L|Mining}} labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. {{L|Mining}} labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. {{L|Mining}} labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. {{L|Mining}} labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. {{L|Mining}} labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. {{L|Mining}} labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark {{L|Trees}} to be chopped down. (req. {{L|Wood cutting}} labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark {{L|Plants}} to be gathered down. (req. {{L|Plant gathering}} labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. {{L|Stone detailing}} labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. {{L|Stone detailing}} labor)&lt;br /&gt;
*Carve Fortifications ({{K|a}}) - Mark smoothed walls to have {{L|fortifications}} carved.  (req. {{L|Stone detailing}} labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark {{L|Constructions}} to be removed (no labor required)&lt;br /&gt;
*Set Building/Item Properties ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be {{L|Claim|claimed}}.&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be {{L|Forbid|forbidden}}.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be {{L|Melt|melted}}.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove {{L|melt }} marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be {{L|Dump|dumped}}.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove {{L|dump}} marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be {{L|hidden }}.&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove {{L|hidden|forbidden}} marking from area.&lt;br /&gt;
*Set Traffic Areas ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
===Jobs Screen===&lt;br /&gt;
[[Image:JobsScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;br /&gt;
===Squads Menu ===&lt;br /&gt;
[[Image:SquadsMenu2010.png|right]]&lt;br /&gt;
:This menu allows you to manage your squads&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Notes Menu ===&lt;br /&gt;
[[Image:NotesMenu2010.png|right]]&lt;br /&gt;
:Allows the placement of notes, also referred to as “points”.  Required to create patrol routes, often used to label levers so you can remember what they are connected to.&lt;br /&gt;
*{{K|p}}: Place - Places a note on the cursor&lt;br /&gt;
*{{K|d}}: Delete - Deletes notes on the cursor&lt;br /&gt;
*{{K|n}}: Name - Name/label the note placed at this point&lt;br /&gt;
*{{K|t}}: Note text - Add additional information for the note&lt;br /&gt;
*{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
*{{K|s}}: Adopt selected symbol - Makes all future notes use the selected options .&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|r}}:Routes – [[#Routes Menu]] allows linking of Notes/points together to form routes for patrols.&lt;br /&gt;
{{-}}&lt;br /&gt;
====Routes Menu ====&lt;br /&gt;
[[Image:RoutesMenu2010.png|right]]&lt;br /&gt;
*{{K|a}}: Add route - Create a new route.&lt;br /&gt;
*{{K|e}}: Edit waypts - Edit points that make up the route.&lt;br /&gt;
**{{K|a}}: Add waypt - Add current point to route.&lt;br /&gt;
**{{K|d}}: Add waypt - Delete current point from route.&lt;br /&gt;
**{{K|p}}: Add waypt - Finish editing route.&lt;br /&gt;
*{{K|d}}: Del route - Delete currently selected route.&lt;br /&gt;
*{{K|n}}: Name route - Name current route&lt;br /&gt;
*{{K|c}}: Center - Center on route.&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}} -  Select different routes&lt;br /&gt;
*{{K|p}}: Back to points/notes - Return to [[#Notes Menu|Notes menu]]&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Burrows Menu ===&lt;br /&gt;
[[Image:BurrowsMenu2010.png|right]]&lt;br /&gt;
:This menu allows the creation and use of Burrows, which help to organize where dwarves are allowed to move/work&lt;br /&gt;
*{{K|a}}: Add new burrow - Create a new burrow&lt;br /&gt;
*{{K|d}}: Delete - Delete currently selected burrow&lt;br /&gt;
*{{K|+}}{{K|-}}{{K|*}}{{K|/}}: Change selection - Switch burrows&lt;br /&gt;
*{{K|Enter}}: Define this burrow - Select areas that make up burrow, multiple areas can be created.&lt;br /&gt;
**{{K|c}}: Change symbol selector - Change which part of the symbol is being modified with {{K|+}}{{K|-}}{{K|*}}{{K|/}}, forecolor, backcolor, or symbol.&lt;br /&gt;
**{{K|+}}{{K|-}}{{K|*}}{{K|/}} - Modify currently selected (using {{K|c}}) part of the symbol&lt;br /&gt;
*{{K|c}}: Add citizens to burrow - Allows you to select which citizens are restricted to this burrow.&lt;br /&gt;
*{{K|z}}: Center on burrow &lt;br /&gt;
*{{K|Esc}}: Done&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Stockpiles Menu ===&lt;br /&gt;
[[Image:StockpilesMenu2010.png|right]]&lt;br /&gt;
:Creates stockpiles, dwarves will place items in the appropriate stockpile if they have the correct hauling labor.&lt;br /&gt;
*{{K|a}}: Animal  - Stores animals in cages/traps, empty cages/traps&lt;br /&gt;
*{{K|f}}: Food - Stores food and food by-products (Meat/Fish/Plants/Drinks/Cheese/Seeds/Leaves/Milled plants/Fat/Blood/Lye/ect.)&lt;br /&gt;
*{{K|u}}: Furniture Storage - Stores furniture and siege ammo&lt;br /&gt;
*{{K|y}}: Graveyard - Stores dead dwarves&lt;br /&gt;
*{{K|r}}: Refuse - Stores garbage/dead animals/bones/skulls/shells&lt;br /&gt;
*{{K|s}}: Stone - Stores stone/ore&lt;br /&gt;
*{{K|w}}: Wood - Stores wood&lt;br /&gt;
*{{K|e}}: Gem - Stores rough/cut gems&lt;br /&gt;
*{{K|b}}: Bar/Block - Stores bars (Metal/Coal/Potash/Ash/Pearlash/Soap), and Blocks (Stone/Glass)&lt;br /&gt;
*{{K|h}}: Cloth - Stores cloth/thread&lt;br /&gt;
*{{K|l}}: Leather - Stores leather&lt;br /&gt;
*{{K|z}}: Ammo - Stores Bolts/Arrows/Blowdarts&lt;br /&gt;
*{{K|n}}: Coins - Stores coins&lt;br /&gt;
*{{K|g}}: Finished Goods - Stores finished goods (chains/crafts/clothing (not armor)/splints/crutches/more)&lt;br /&gt;
*{{K|p}}: Weapons - Stores weapons/trap components&lt;br /&gt;
*{{K|d}}: Armor - Stores armor&lt;br /&gt;
*{{K|c}}: Customer Stockpile - Build custom stockpile (define with {{K|t}})&lt;br /&gt;
*{{K|t}}: Custom Settings - Define custom stockpile&lt;br /&gt;
*{{K|/}}{{K|*}}: Reserved Barrels - 0 - ???&lt;br /&gt;
*{{K|-}}:{{K|+}}: Reserved Bins - 0 - ???&lt;br /&gt;
*{{K|x}}: Remove Designation - Remove stockpiles&lt;br /&gt;
*{{K|Enter}}: Select - Place start/end corner of stockpile.&lt;br /&gt;
=== Hot Keys Menu ===&lt;br /&gt;
[[Image:HotKeysMenu2010.png|right]]&lt;br /&gt;
:Allows the editing of hotkeys.  Pressing a hotkey, F1-F8 or Shift F1-F8 zooms to that location.&lt;br /&gt;
*{{K|F#}}: Select line F#&lt;br /&gt;
*{{K|Shift}}+{{K|F#}}: Select line Shift+F#&lt;br /&gt;
*{{K|n}}: Change Name - Name this hotkey&lt;br /&gt;
*{{K|z}}: Zoom Here - Set screen to zoom the the current location when selected hotkey is pressed.&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Nobles Screen ===&lt;br /&gt;
[[Image:NoblesScreen2010.png|right|480px|225px]]&lt;br /&gt;
:In this screen various {{L|nobles}} can be assigned/removed.   See the {{L|nobles}} article for details on nobles, their requirements/demands/mandates.&lt;br /&gt;
*{{K|Enter}}:  View Unit/Fill Vacancy - Assigns a unit to the position if it’s empty, otherwise opens the View screen for that unit.&lt;br /&gt;
*{{K|r}}:  Replace - Replace the current position if possible, or place if empty.&lt;br /&gt;
*{{K|s}}:  Settings - Only available for the {{L|broker}}&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
[[Image:StatusScreen2010.png|right|480px]]&lt;br /&gt;
:Shows basic Fortress status.&lt;br /&gt;
*A - [[#Animals Screen|Animals]]&lt;br /&gt;
*B - [[#Kitchen Screen|Kitchen]]&lt;br /&gt;
*C - [[#Stone Screen|Stone]]&lt;br /&gt;
*D - [[#Stocks Screen|Stocks]]&lt;br /&gt;
*E - [[#Health Screen|Health]]&lt;br /&gt;
*F - [[#Justice Screen|Justice]]&lt;br /&gt;
*G - Date - Day Month, Year, Early/Middle/Late Season - {{L|Trade}} caravans arrive late in the month.  Elves/Humans/Dwarves : Spring/Summer/Autumn&lt;br /&gt;
*H: Summary of your wealth, requires Broker with Appraisal skill to see - More wealth often leads to larger groups of {{L|immigrants}}, and {{L|sieges}}.  The wealth of unground structures you can’t see is listed here.  “?” at the end of a value means you haven’t had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*I: How much wealth you have acquired through trade, or traded away (Import/Export)&lt;br /&gt;
*J: How much food you have.  Other contains prepared meals, as well as some inedible plants.&lt;br /&gt;
*{{K|←}}{{K|→}} - Move sub-menu&lt;br /&gt;
*{{K|Enter}} - Select sub-menu&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Animals Screen ====&lt;br /&gt;
[[Image:AnimalsScreen2010.png|right|480px]]&lt;br /&gt;
:This shows information about all tame animals at your fortress.&lt;br /&gt;
*A: Animal type.  Stray Animals can be toggled to become pets, Tame animals are not hostile to your dwarves.&lt;br /&gt;
*B: Gender:  Amulet is Female, Bag (circle with arrow) is male.&lt;br /&gt;
*C: Who owns the animal.  Animals marked unavailable can’t be adopted.  Animals marked “Ready for Slaughter will be slaughtered by a butcher at a butcher’s shop.  Cats are marked as Uninterested and can’t be set as available, cats will adopt dwarves themselves.&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between animals&lt;br /&gt;
*{{K|Enter}} - Toggle pet availability (not possible on untamed or cats)&lt;br /&gt;
*{{K|b}} - Slaughter&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Kitchen Screen ====&lt;br /&gt;
[[Image:KitchenScreen2010.png|right|480px]]&lt;br /&gt;
:This screen allows you to control what food is processed in which manner.&lt;br /&gt;
*A: Type of food&lt;br /&gt;
*B: Count for that food.  “?” at the end of a value means you haven’t had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*C: Whether a food is available to be cooked if possible. Blue=Yes/Red=No&lt;br /&gt;
*D: Whether a food is available to be brewed if possible. Blue=Yes/Red=No&lt;br /&gt;
*{{K| ↓}}{{K|↑}} - Move between animals&lt;br /&gt;
*{{K|c}} - Toggle cook.&lt;br /&gt;
*{{K|b}} - Toggle brew.&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Stone Screen ====&lt;br /&gt;
[[Image:StoneScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lets you restrict usage of stone to specific tasks.  All possible stones are listed here.&lt;br /&gt;
*A: Type of Stone/ore/bar.&lt;br /&gt;
*B: Various reactions that this item is a part of (&amp;lt;b&amp;gt;these can be selected for more information&amp;lt;/b&amp;gt;)&lt;br /&gt;
*{{K|Enter}} - Mark stone economic/non-economic&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Stocks Screen ====&lt;br /&gt;
[[Image:StocksScreen2010.png|right|480px]]&lt;br /&gt;
:This screen lists every item in your fortress.&lt;br /&gt;
*A: General item grouping&lt;br /&gt;
*B: Count of each general type “?” at the end of a value means you haven’t had your bookkeep keep records precise enough to know the exact value yet.&lt;br /&gt;
*C: individual kinds of items.  Items of the same kind but different {{L|quality}} are grouped together unless {{K|Tab}} is pressed.&lt;br /&gt;
*{{K|tab}}: Mode - Changes between listing single items, and grouping items of different quality but same type together.&lt;br /&gt;
*{{K|z}}: Zoom - only available after pressing {{K|tab}}, zooms screen to selected item.&lt;br /&gt;
*{{K|v}}: View - only available after pressing {{K|tab}}, views information on selected item.&lt;br /&gt;
*{{K|m}}: Melt - Marks/unmarks item or group to be melted&lt;br /&gt;
*{{K|f}}: Forbid - Marks/unmarks item or group to be forbiden&lt;br /&gt;
*{{K|d}}: Dump - Marks/unmarks item or group to be dumped&lt;br /&gt;
*{{K|h}}: Hide - Marks/unmarks item or group to be hidden&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Health Screen ====&lt;br /&gt;
[[Image:HealthScreen2010.png|right|480px]]&lt;br /&gt;
:Lists all types of health information about tamed animals and dwarves in your fortress.&lt;br /&gt;
{{-}}&lt;br /&gt;
==== Justice Screen ====&lt;br /&gt;
 [[Image:JusticeScreen2010.png|right|480px]]&lt;br /&gt;
:Lists information about Justic at your fortress&lt;br /&gt;
{{-}}&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
[[Image:HelpScreen2010.png|right|480px]]&lt;br /&gt;
{{-}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Carpenter%27s_workshop&amp;diff=134294</id>
		<title>v0.31:Carpenter's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Carpenter%27s_workshop&amp;diff=134294"/>
		<updated>2011-01-01T21:45:56Z</updated>

		<summary type="html">&lt;p&gt;Strangething: capitalization fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:11, 12 June 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Carpenter's workshop&lt;br /&gt;
|key=c&lt;br /&gt;
|job=*{{L|Carpentry}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
*{{L|Carpentry}}&lt;br /&gt;
*{{L|Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|production=&lt;br /&gt;
*{{L|Animal Trap}}s&lt;br /&gt;
*{{L|Armor Stand}}s&lt;br /&gt;
*{{L|Barrel}}s&lt;br /&gt;
*{{L|Bed}}s&lt;br /&gt;
*{{L|Bin}}s&lt;br /&gt;
*{{L|Block}}s&lt;br /&gt;
*{{L|Bucket}}s&lt;br /&gt;
*{{L|Buckler}}s&lt;br /&gt;
*{{L|Cabinet}}s&lt;br /&gt;
*{{L|Cage}}s&lt;br /&gt;
*{{L|Casket}}s&lt;br /&gt;
*{{L|Chest}}s&lt;br /&gt;
*{{L|Chair}}s&lt;br /&gt;
*{{L|Crutch}}es&lt;br /&gt;
*{{L|Door}}s&lt;br /&gt;
*{{L|Enormous Corkscrew}}s&lt;br /&gt;
*{{L|Floodgate}}s&lt;br /&gt;
*{{L|Grate}}s&lt;br /&gt;
*{{L|Hatch Cover}}s&lt;br /&gt;
*{{L|Menacing Spike}}s&lt;br /&gt;
*{{L|Pipe Section}}s&lt;br /&gt;
*{{L|Shield}}s&lt;br /&gt;
*{{L|Spiked Ball}}s&lt;br /&gt;
*{{L|Splint}}s&lt;br /&gt;
*{{L|Table}}s&lt;br /&gt;
*{{L|Training weapon|Training Swords}}&lt;br /&gt;
*{{L|Training weapon|Training Spears}}&lt;br /&gt;
*{{L|Training weapon|Training Axes}}&lt;br /&gt;
*{{L|Weapon Rack}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Carpenter's workshop''' is a {{L|workshop}} used by a {{L|carpenter}} to make most types of {{L|furniture}} with the exception of {{L|statue}}s. The workshop can also make wooden {{L|block}}s or items like {{L|bucket}}s, {{L|crutch}}es, {{L|shield}}s, and {{L|training weapon}}s. {{L|Bed}}s can only be made at a carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
The carpenter's workshop can be built from any building material, and must be built by a {{L|dwarf}} with the Carpentry {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
*{{L|Animal trap|Animal traps}} ({{K|p}}) need the {{L|Trapper|trapping}} labor enabled, not the carpentry labor.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:*{{L|Training weapon}}s&lt;br /&gt;
:*{{L|Bedroom design}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134286</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134286"/>
		<updated>2011-01-01T21:00:55Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* More on Stockpiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
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'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
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You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's an automatic save updater that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same {{L|starting build}}, but you're on your own for finding a location. &lt;br /&gt;
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Any questions or comments about Bentgirder? See the official [http://www.bay12forums.com/smf/index.php?topic=74208.0 forum thread]. &lt;br /&gt;
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[[Category: Guides]]&lt;br /&gt;
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&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
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= Lesson One: Getting Started =&lt;br /&gt;
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== Starting the game ==&lt;br /&gt;
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At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
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== Setting up your screen ==&lt;br /&gt;
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[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
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The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
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In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
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You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
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== Game Options ==&lt;br /&gt;
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{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
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== When in doubt, pause the game ==&lt;br /&gt;
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The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
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== Looking around: k ==&lt;br /&gt;
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[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
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First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
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The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
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Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
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Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
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== Moving up and down ==&lt;br /&gt;
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[[Image:3_dimensions.png|right]]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
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Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
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If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
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== View creatures: v ==&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
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{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
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There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
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&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
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==Secondary selection keys: +, -==&lt;br /&gt;
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In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
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== Unit List: u ==&lt;br /&gt;
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[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
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Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
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There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
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Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
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== Fortress Status: z ==&lt;br /&gt;
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[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
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Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
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Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
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= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
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&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
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She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
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== Designation Menu: d ==&lt;br /&gt;
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[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
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Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
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Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
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The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
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Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
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One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
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Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
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Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
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==Removing designations==&lt;br /&gt;
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If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
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==You have struck gypsum!==&lt;br /&gt;
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{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a source of {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
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== Announcement list: a ==&lt;br /&gt;
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Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
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Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
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==Experience==&lt;br /&gt;
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The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
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This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
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== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
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While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
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Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
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That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
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= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
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[[File: bentgirder-stakud.png|thumb|Stâkud the Carpenter]]&lt;br /&gt;
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== Building: b ==&lt;br /&gt;
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To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
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Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
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The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
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Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
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== Workshop Control: q ==&lt;br /&gt;
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Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
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This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
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== Stockpiles: p ==&lt;br /&gt;
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[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
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Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
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Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
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Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
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Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
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Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
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Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
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* -double value-&lt;br /&gt;
* +triple value+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple value*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times base value≡&lt;br /&gt;
* {{DB}}twelve times base value{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
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== Placing Furniture (beds) ==&lt;br /&gt;
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Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
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A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
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&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
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== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
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Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
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As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. There are a lot of items that have multiple names, like {{L|coffin}}s (aka caskets or sarcophagi), {{L|goblet}}s (aka mugs or cups), and {{L|flask}}s (aka waterskins or vials). &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build a few {{L|coffin}}s at the mason workshop .  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
&lt;br /&gt;
To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
&lt;br /&gt;
Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
&lt;br /&gt;
As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
&lt;br /&gt;
==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for {{L|finished goods}}, and keep making {{L|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
&lt;br /&gt;
You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
&lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff. &lt;br /&gt;
* '''Corpses''' Don't use this stockpile to take store dead dwarves. Build {{L|coffin}}s for a proper burial. &lt;br /&gt;
* '''Refuse''' Things in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t}} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
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==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, Reach the {{L|magma}} and set up {{L|magma forge}}s. &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Trade Depot Access: {{k|shift}}+{{k|D}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The (Questionable) Manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134285</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134285"/>
		<updated>2011-01-01T20:52:20Z</updated>

		<summary type="html">&lt;p&gt;Strangething: command keys in section headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's an automatic save updater that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same {{L|starting build}}, but you're on your own for finding a location. &lt;br /&gt;
&lt;br /&gt;
Any questions or comments about Bentgirder? See the official [http://www.bay12forums.com/smf/index.php?topic=74208.0 forum thread]. &lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around: k ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures: v ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a source of {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud.png|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
&lt;br /&gt;
== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: p ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple value+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple value*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times base value≡&lt;br /&gt;
* {{DB}}twelve times base value{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
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&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
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== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
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As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
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Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
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Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
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==Plump Helmets: the staff of life==&lt;br /&gt;
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[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
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Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
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= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
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A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
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==What's in a name?==&lt;br /&gt;
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Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. There are a lot of items that have multiple names, like {{L|coffin}}s (aka caskets or sarcophagi), {{L|goblet}}s (aka mugs or cups), and {{L|flask}}s (aka waterskins or vials). &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
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== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
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Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
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Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
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== Assign Nobles: n ==&lt;br /&gt;
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[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
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Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
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Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
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== Make an office ==&lt;br /&gt;
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All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
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Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
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Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
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This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
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==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build a few {{L|coffin}}s at the mason workshop .  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
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==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
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==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
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==Traps==&lt;br /&gt;
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{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
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To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
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Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
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Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
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Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
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As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
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==More on Stockpiles==&lt;br /&gt;
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Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
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You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
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= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
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Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
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==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
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Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
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==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
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[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
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When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
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Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t}} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
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Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
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==Dwarven Medicine==&lt;br /&gt;
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Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
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= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
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==Military screen: m==&lt;br /&gt;
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[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
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Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
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The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
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Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
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==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
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Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
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== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
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= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
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As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
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= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
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==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
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* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
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==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
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* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
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==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
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* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
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==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
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* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, Reach the {{L|magma}} and set up {{L|magma forge}}s. &lt;br /&gt;
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==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
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= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Trade Depot Access: {{k|shift}}+{{k|D}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The (Questionable) Manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134276</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134276"/>
		<updated>2011-01-01T18:47:48Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's an automatic save updater that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same {{L|starting build}}, but you're on your own for finding a location. &lt;br /&gt;
&lt;br /&gt;
Any questions or comments about Bentgirder? See the official [http://www.bay12forums.com/smf/index.php?topic=74208.0 forum thread]. &lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud.png|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
&lt;br /&gt;
== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: p ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple value+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple value*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times base value≡&lt;br /&gt;
* {{DB}}twelve times base value{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
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== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
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All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
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This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build a few {{L|coffin}}s at the mason workshop .  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
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==Traps==&lt;br /&gt;
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{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
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To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
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Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
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As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
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==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
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You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
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= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
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Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
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==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
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Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
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[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
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When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t}} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
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Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
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==Dwarven Medicine==&lt;br /&gt;
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Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
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= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
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==Military screen: m==&lt;br /&gt;
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[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
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Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
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The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
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Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
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Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
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== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
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= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
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As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
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= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
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==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, Reach the {{L|magma}} and set up {{L|magma forge}}s. &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Trade Depot Access: {{k|shift}}+{{k|D}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The (Questionable) Manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134274</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134274"/>
		<updated>2011-01-01T18:24:34Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Lesson Three: Meet Stâkud the Carpenter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's a batch file that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same {{L|starting build}}, but you're on your own for finding a location. &lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|The guide is now nearly complete. I invite new players to try it and tell me how it goes. --[[User:Strangething|Strangething]] 06:38, 22 September 2010 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud.png|thumb|Stâkud the Carpenter]]&lt;br /&gt;
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== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
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== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
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== Stockpiles: p ==&lt;br /&gt;
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[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
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Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
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Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
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Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple value+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple value*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times base value≡&lt;br /&gt;
* {{DB}}twelve times base value{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
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&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
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== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
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Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
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[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
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Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
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= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
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A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
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==What's in a name?==&lt;br /&gt;
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Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
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== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
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Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
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Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
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== Assign Nobles: n ==&lt;br /&gt;
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[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
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Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
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Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
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== Make an office ==&lt;br /&gt;
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All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
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Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
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Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
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This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
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==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build a few {{L|coffin}}s at the mason workshop .  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
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==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
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==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
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==Traps==&lt;br /&gt;
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{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
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To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
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Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
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Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
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Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
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As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
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==More on Stockpiles==&lt;br /&gt;
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Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
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You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
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= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
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Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
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==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
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Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
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[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
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When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
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Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t}} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
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Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
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==Dwarven Medicine==&lt;br /&gt;
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Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
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= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
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We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
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==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, Reach the {{L|magma}} and set up {{L|magma forge}}s. &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Trade Depot Access: {{k|shift}}+{{k|D}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The (Questionable) Manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bentgirder-stakud.png&amp;diff=134273</id>
		<title>File:Bentgirder-stakud.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bentgirder-stakud.png&amp;diff=134273"/>
		<updated>2011-01-01T18:17:13Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glob&amp;diff=134196</id>
		<title>v0.31:Glob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glob&amp;diff=134196"/>
		<updated>2010-12-30T03:05:46Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Redirected page to DF2010:Fat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Fat]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134011</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=134011"/>
		<updated>2010-12-26T19:00:41Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Future of the Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's a batch file that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same {{L|starting build}}, but you're on your own for finding a location. &lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|The guide is now nearly complete. I invite new players to try it and tell me how it goes. --[[User:Strangething|Strangething]] 06:38, 22 September 2010 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
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== Designation Menu: d ==&lt;br /&gt;
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[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
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Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
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Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
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The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
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Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
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One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
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Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
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Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
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==Removing designations==&lt;br /&gt;
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If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
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==You have struck gypsum!==&lt;br /&gt;
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{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
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== Announcement list: a ==&lt;br /&gt;
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Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
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Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
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==Experience==&lt;br /&gt;
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The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
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This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
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== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
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While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
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Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
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That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
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= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
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[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
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== Building: b ==&lt;br /&gt;
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To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
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Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
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The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
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Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
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== Workshop Control: q ==&lt;br /&gt;
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Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
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This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
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== Stockpiles: p ==&lt;br /&gt;
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[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
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Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
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Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
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Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
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Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
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Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
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Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
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* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
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== Placing Furniture (beds) ==&lt;br /&gt;
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Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
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A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
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&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
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== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
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Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
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As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
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Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
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Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
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==Plump Helmets: the staff of life==&lt;br /&gt;
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[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
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Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
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= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
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A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
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==What's in a name?==&lt;br /&gt;
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Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
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==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
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== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
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Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
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Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
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== Assign Nobles: n ==&lt;br /&gt;
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[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
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Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
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While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
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Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
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== Make an office ==&lt;br /&gt;
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All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
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Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
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Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
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This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
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==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build a few {{L|coffin}}s at the mason workshop .  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
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==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
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==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
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= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
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Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
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==Traps==&lt;br /&gt;
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{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
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To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
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Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
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Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
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Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
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As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
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==More on Stockpiles==&lt;br /&gt;
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Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
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You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t}} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, Reach the {{L|magma}} and set up {{L|magma forge}}s. &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Trade Depot Access: {{k|shift}}+{{k|D}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The (Questionable) Manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=132598</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=132598"/>
		<updated>2010-11-29T03:26:43Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's a batch file that will do this for you. If you have already created a world, you can use the same [http://dffd.wimbli.com/file.php?id=2855 embark file] used for Bentgirder. This gives you the same {{L|starting build}}, but you're on your own for finding a location. &lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|The guide is now nearly complete. I invite new players to try it and tell me how it goes. --[[User:Strangething|Strangething]] 06:38, 22 September 2010 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
&lt;br /&gt;
== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: p ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
&lt;br /&gt;
= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build a few {{L|coffin}}s at the mason workshop .  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
&lt;br /&gt;
To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
&lt;br /&gt;
Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
&lt;br /&gt;
As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
&lt;br /&gt;
==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
&lt;br /&gt;
You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Trade Depot Access: {{k|shift}}+{{k|D}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The (Questionable) Manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=132597</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=132597"/>
		<updated>2010-11-29T03:04:14Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's a batch file that will do this for you. If you have already created a world, you can use the [http://dffd.wimbli.com/file.php?id=2855 embark file] I used for Bentgirder. This gives you the same starting equipment, and seven dwarves with the same skills. &lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|The guide is now nearly complete. I invite new players to try it and tell me how it goes. --[[User:Strangething|Strangething]] 06:38, 22 September 2010 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. This pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
&lt;br /&gt;
== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: p ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press {{k|w}} to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
&lt;br /&gt;
= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build a few {{L|coffin}}s at the mason workshop .  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
&lt;br /&gt;
To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
&lt;br /&gt;
Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
&lt;br /&gt;
As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
&lt;br /&gt;
==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
&lt;br /&gt;
You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Trade Depot Access: {{k|shift}}+{{k|D}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The (Questionable) Manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=128154</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=128154"/>
		<updated>2010-09-24T01:53:09Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Other Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's a batch file that will do this for you. &lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|The guide is now nearly complete. I invite new players to try it and tell me how it goes. --[[User:Strangething|Strangething]] 06:38, 22 September 2010 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
&lt;br /&gt;
== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: p ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
&lt;br /&gt;
= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build at the mason workshop a few {{L|coffin}}s.  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
&lt;br /&gt;
To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
&lt;br /&gt;
Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
&lt;br /&gt;
As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
&lt;br /&gt;
==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
&lt;br /&gt;
You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
'''Are there other commands I need to know?'''&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
* Hot keys: {{K|h}}&lt;br /&gt;
* Points and Routes: {{k|shift}}+{{k|N}}&lt;br /&gt;
* [[Burrows]]: {{k|w}}&lt;br /&gt;
* Job [[Manager]]: {{k|j}}&lt;br /&gt;
* Items in Room: {{k|t}}&lt;br /&gt;
* Options: {{k|o}}&lt;br /&gt;
* Trade Depot Access: {{k|shift}}+{{k|D}}&lt;br /&gt;
* Local Civilizations: {{k|c}} &lt;br /&gt;
* Artifact List: {{k|l}}&lt;br /&gt;
* Room List: {{k|shift}}+{{k|R}}&lt;br /&gt;
* The (Questionable) Manual: {{k|?}}&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=128149</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=128149"/>
		<updated>2010-09-24T00:40:16Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
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'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
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You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download] If you're using a graphical tile set, you will need to copy over the modified raw files. If you're using the {{L|Lazy Newb Pack}} there's a batch file that will do this for you. &lt;br /&gt;
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{{Colored Notice Box|red|The guide is now nearly complete. I invite new players to try it and tell me how it goes. --[[User:Strangething|Strangething]] 06:38, 22 September 2010 (UTC)&lt;br /&gt;
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[[Category: Guides]]&lt;br /&gt;
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&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
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= Lesson One: Getting Started =&lt;br /&gt;
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== Starting the game ==&lt;br /&gt;
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At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
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== Setting up your screen ==&lt;br /&gt;
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[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
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The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
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In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
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You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
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== Game Options ==&lt;br /&gt;
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{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
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== When in doubt, pause the game ==&lt;br /&gt;
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The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
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== Looking around ==&lt;br /&gt;
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[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
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First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
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The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
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Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
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Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
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== Moving up and down ==&lt;br /&gt;
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[[Image:3_dimensions.png|right]]&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
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Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
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If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
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== View creatures ==&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
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{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
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There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
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&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
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==Secondary selection keys: +, -==&lt;br /&gt;
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In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
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== Unit List: u ==&lt;br /&gt;
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[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
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Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
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There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
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Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
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== Fortress Status: z ==&lt;br /&gt;
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[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
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Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
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Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
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= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
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&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
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She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
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== Designation Menu: d ==&lt;br /&gt;
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[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
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Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
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Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
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The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
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Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
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One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
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Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
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Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
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==Removing designations==&lt;br /&gt;
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If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
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==You have struck gypsum!==&lt;br /&gt;
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{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
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== Announcement list: a ==&lt;br /&gt;
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Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
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Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
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==Experience==&lt;br /&gt;
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The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
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This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
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== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
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While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
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Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
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That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
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= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
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[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
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== Building: b ==&lt;br /&gt;
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To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
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Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
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The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
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Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
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== Workshop Control: q ==&lt;br /&gt;
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Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
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This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
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== Stockpiles: p ==&lt;br /&gt;
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[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
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Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
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Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
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Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
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Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
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Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
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Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
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* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
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== Placing Furniture (beds) ==&lt;br /&gt;
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Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
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A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
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&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
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== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
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Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
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As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
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Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
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Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
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==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build at the mason workshop a few {{L|coffin}}s.  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
&lt;br /&gt;
To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
&lt;br /&gt;
Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
&lt;br /&gt;
As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
&lt;br /&gt;
==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
&lt;br /&gt;
You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
&lt;br /&gt;
* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
&lt;br /&gt;
* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: h&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: w&lt;br /&gt;
Job [[Manager]]: j&lt;br /&gt;
Items in Room: t&lt;br /&gt;
Options: o&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: c&lt;br /&gt;
Artifact List: l&lt;br /&gt;
Room List: shift-R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=128143</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=128143"/>
		<updated>2010-09-23T22:13:18Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Future of the Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|The guide is now nearly complete. I invite new players to try it and tell me how it goes. --[[User:Strangething|Strangething]] 06:38, 22 September 2010 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
&lt;br /&gt;
== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: p ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
&lt;br /&gt;
= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build at the mason workshop a few {{L|coffin}}s.  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
&lt;br /&gt;
To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
&lt;br /&gt;
Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
&lt;br /&gt;
As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
&lt;br /&gt;
==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
&lt;br /&gt;
You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
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==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
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==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
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= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
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==Military screen: m==&lt;br /&gt;
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[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
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Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
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The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
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Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
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== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
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= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
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As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
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= Future of the Fortress=&lt;br /&gt;
Now that you know the basics of keeping your dwarves alive, what next? &lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Keeping your dwarves happy becomes more and more important as the fortress grows. &lt;br /&gt;
&lt;br /&gt;
* Build an impressive [[dining hall]], Make individual bedrooms for your favorite dwarves, Cook meals, Smooth and {{L|engrave}} your walls, Grow a diversity of crops, Farm above ground, Build a [[statue]] garden or [[zoo]], Build a [[prison]], Make [[clothing]]. &lt;br /&gt;
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==Tighten your defenses==&lt;br /&gt;
One axedwarf isn't going to be enough for a big fortress. You need to arm and train some new recruits, and you need to make the layout of the fort defensible. See the [[defense guide]]. &lt;br /&gt;
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* Build a {{L|Barrack}}s, Set a safe zone {{L|burrow}}, Build a castle with a moat, Set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build more traps, Dig a {{L|well}}, make {{L|steel}} weapons and armor.&lt;br /&gt;
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==Climb the social ladder==&lt;br /&gt;
After the fortress reaches a certain size, the Expedition Leader will turn control over to an elected {{L|mayor}}. Around the same time, you are given the option of appointing a {{L|sheriff}}. These two are your first {{L|nobles}}. As your fortress gets bigger and more wealthy, you will have more of them. &lt;br /&gt;
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* Deal with {{L|demands}}, Meet {{L|mandates}}, Ramp up your exports, Attract a {{L|Baron}}, Manage the [[Dwarven Economy]], Offer 10,000{{DB}} worth of goods to the dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
If ever the game seems too dull, start digging downward. The subterranean world is complex and dangerous place. The {{L|caverns}} are a potential source of wealth, and deadly monsters. &lt;br /&gt;
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* Start an underground tree farm, Harvest {{L|cave spider}} {{L|silk}}, Establish underground defenses, &lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
Dwarf Fortress just isn't the same without the giant monuments, {{L|stupid dwarf trick}}s and {{L|Megaprojects}}.&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
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The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: h&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: w&lt;br /&gt;
Job [[Manager]]: j&lt;br /&gt;
Items in Room: t&lt;br /&gt;
Options: o&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: c&lt;br /&gt;
Artifact List: l&lt;br /&gt;
Room List: shift-R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=128018</id>
		<title>Utility:Lazy Newb Pack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;diff=128018"/>
		<updated>2010-09-23T20:29:20Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Created page with 'The '''Lazy Newb Pack''' is a package containing the most recent version of Dwarf Fortress and a collection of graphics packs and utilities.  Official Thread: http://www.…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Lazy Newb Pack''' is a package containing the most recent version of Dwarf Fortress and a collection of [[graphics]] packs and [[utilities]].&lt;br /&gt;
&lt;br /&gt;
Official Thread: http://www.bay12forums.com/smf/index.php?topic=59026.0&lt;br /&gt;
&lt;br /&gt;
== [[Graphics]] ==&lt;br /&gt;
* Phoebus's&lt;br /&gt;
* Ironhand &amp;amp; Wormslayer's &lt;br /&gt;
* [[User: Mikemayday | Mike Mayday]]'s&lt;br /&gt;
&lt;br /&gt;
== [[Utilities]] ==&lt;br /&gt;
* Dwarf Therepist&lt;br /&gt;
* DF Init Utility&lt;br /&gt;
* Perfect World DF&lt;br /&gt;
* DF Hack&lt;br /&gt;
* Quickfort&lt;br /&gt;
* Chromafort&lt;br /&gt;
&lt;br /&gt;
== Extras ==&lt;br /&gt;
* Lazy Newb Settings - A batch file that changes graphics, key bindings, and other settings.&lt;br /&gt;
* Laptop [[key bindings]] &lt;br /&gt;
* Custom [[embark]] profiles&lt;br /&gt;
* Custom [[world generation]] profile&lt;br /&gt;
* [[Economy]] disabled by default&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Strangething&amp;diff=128012</id>
		<title>User talk:Strangething</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Strangething&amp;diff=128012"/>
		<updated>2010-09-23T19:56:38Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put an empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:12, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== FYI ==&lt;br /&gt;
&lt;br /&gt;
It's &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Foo]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;, not &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[category: foo]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; --[[User:GreyMario|GreyMario]] 16:00, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red links ==&lt;br /&gt;
&lt;br /&gt;
I don't want to be pushy, but...this page accounts for nearly a quarter of the Wanted Pages entries, making it a little hard to use.  Could you do something to reduce the number of red links on the page?  Even if it just meant de-linking them or something. [[User:LegacyCWAL|LegacyCWAL]] 21:00, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Defense&amp;quot; rewrite ==&lt;br /&gt;
&lt;br /&gt;
Hey. You had made the effort to comment on the defense guide - the final push to the basic re-organization is complete - 4 pages total, a General guide and overview ([[Defense guide]] rewrite), and 3 articles on specific design - layout and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on  organizing your military ([[Military design]])&lt;br /&gt;
Discussion has been under the [[Talk:Fortress defense]] page.  I may have ramrodded the initial rewrite/re-organization, but I know I've left some weak spots and would appreciate a good critique and editor(s).  --[[User:Albedo|Albedo]] 07:58, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
Is there anyway to make the table of contents collapse on this wiki?  Since it is so long, it might be a good idea on the tutorial.--[[User:Kwieland|Kwieland]] 11:40, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The user can collapse and expand the TOC with a click. I don't know if there's a way to make it collapsed by default. I plan on splitting up [[Bentgirder]] anyway, as it's way too big for one page. I might just chop it in half. --[[User:Strangething|Strangething]] 19:56, 23 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Strangething&amp;diff=128011</id>
		<title>User talk:Strangething</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Strangething&amp;diff=128011"/>
		<updated>2010-09-23T19:50:06Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put an empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:12, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== FYI ==&lt;br /&gt;
&lt;br /&gt;
It's &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Foo]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;, not &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[category: foo]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; --[[User:GreyMario|GreyMario]] 16:00, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Red links ==&lt;br /&gt;
&lt;br /&gt;
I don't want to be pushy, but...this page accounts for nearly a quarter of the Wanted Pages entries, making it a little hard to use.  Could you do something to reduce the number of red links on the page?  Even if it just meant de-linking them or something. [[User:LegacyCWAL|LegacyCWAL]] 21:00, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Defense&amp;quot; rewrite ==&lt;br /&gt;
&lt;br /&gt;
Hey. You had made the effort to comment on the defense guide - the final push to the basic re-organization is complete - 4 pages total, a General guide and overview ([[Defense guide]] rewrite), and 3 articles on specific design - layout and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on  organizing your military ([[Military design]])&lt;br /&gt;
Discussion has been under the [[Talk:Fortress defense]] page.  I may have ramrodded the initial rewrite/re-organization, but I know I've left some weak spots and would appreciate a good critique and editor(s).  --[[User:Albedo|Albedo]] 07:58, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&lt;br /&gt;
Is there anyway to make the table of contents collapse on this wiki?  Since it is so long, it might be a good idea on the tutorial.--[[User:Kwieland|Kwieland]] 11:40, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The user can collapse and expand the TOC with a click. I don't know if there's a way to make it collapsed by default. I plan on splitting up [[Bentgirder]] anyway, as it's way too big for one page. I might just chop it in half.&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=127906</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=127906"/>
		<updated>2010-09-22T06:38:25Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|The guide is now nearly complete. I invite new players to try it and tell me how it goes. --[[User:Strangething|Strangething]] 06:38, 22 September 2010 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow {{Raw Tile|X|6:0:1}} in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode.&lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: u ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: d ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can use the regular dig designation {{k|d}} to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: a ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: b ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press {{k|w}} for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop.&lt;br /&gt;
&lt;br /&gt;
== Workshop Control: q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: p ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
&lt;br /&gt;
= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this creates a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: i==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[axe]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not visit you if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: n ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build at the mason workshop a few {{L|coffin}}s.  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manners and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelt the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
&lt;br /&gt;
Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
&lt;br /&gt;
To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is too big a subject to cover here. &lt;br /&gt;
&lt;br /&gt;
Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
&lt;br /&gt;
Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
&lt;br /&gt;
Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectible Mugs==&lt;br /&gt;
&lt;br /&gt;
As a stone crafter, Sazir can turn common stone into valuable {{L|goods|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are nice, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines.&lt;br /&gt;
&lt;br /&gt;
==More on Stockpiles==&lt;br /&gt;
&lt;br /&gt;
Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
&lt;br /&gt;
You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
&lt;br /&gt;
Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need alcohol to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
&lt;br /&gt;
When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move {{k|g}}oods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goods&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
&lt;br /&gt;
Now simply wait as the traders meander their way to your depot.  An announcement will show you when they have started unloading their goods.  You can begin trading once all the traders have arrived.  Should anything happen to them (ambush, for example), they will make a run for it, and possibly abort trading with you. Once they have unloaded all their goods and your goods have all been moved to the depot, it is time to call your broker.  Use the room control on the {{L|trade depot}} to request a trader.  Note the other option that allows anyone to trade or specifically forbids anyone except the broker.  Hit {{k|b}} to let anyone trade.  Also, hit {{k|r}} to request a trader at the depot.  Once the dwarf has arrived, from the control screen of the trade center hit {{k|t} to trade with them.  Simply put, the traders items show up on the left, your items are on the right.  Select items that you want from them on the left screen and what items you want to trade for them on the right screen.  Then hit {{k|t}} to attempt to trade.  The helpful number below show the traders profit and the weight of the items being traded.&lt;br /&gt;
&lt;br /&gt;
Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: m==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: s==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: r ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double, triple, or even quadruple your population. The amount of migrants you will get depends on the overall quality of your fortress. If it's just a unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Individual bedrooms, Build a [[statue]] garden or [[Zoo]], Build a [[prison]], Farm above ground, cook meals, capture wild animals with cage traps and walls,&lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
Build a {{L|Barrack}}s, set up {{L|Scheduling#Alert_Levels|alert}}s, organize {{L|Scheduling#Schedules|training schedule}}s, Build a Castle with a moat, Dig a {{L|well}}, make {{L|steel}} weapons and armor...&lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
Dealing with [[nobles]], The [[Dwarven Economy]], offer 10 000 coins worth of steel armor to the kingdom, &lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters -- they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The «double angle brackets» mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. Maybe in year 4 or 5.&lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: h&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: w&lt;br /&gt;
Job [[Manager]]: j&lt;br /&gt;
Items in Room: t&lt;br /&gt;
Options: o&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: c&lt;br /&gt;
Artifact List: l&lt;br /&gt;
Room List: shift-R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=127905</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=127905"/>
		<updated>2010-09-22T06:38:24Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Unworthy Self-link */ new section&lt;/p&gt;
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&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
}}&lt;br /&gt;
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== Two DF2010 main pages ==&lt;br /&gt;
Why are there two DF2010 main pages? When I check the wiki, I see the one with the missing hydra heads image, and the http://df.magmawiki.com/index.php/Main_Page address, but when I check the 40d version and go back to DF2010 main page, I get Belal's tileset image and the http://df.magmawiki.com/index.php/DF2010:Main_Page address. Then, when I check the discussion page and return to the main page, it's http://df.magmawiki.com/index.php/Main_Page again. Is redirecting messed up or what? --[[Special:Contributions/109.93.118.60|109.93.118.60]] 09:37, 4 June 2010 (UTC)&lt;br /&gt;
:There is only one main page for DF2010 - the image shown on it is '''randomly selected'''. The page [[DF2010:Main Page]] is just a redirect to [[Main Page]]. --[[User:Quietust|Quietust]] 12:36, 4 June 2010 (UTC)&lt;br /&gt;
Except that one shows &amp;quot;'''28.3 out of 100 quality rating for DF2010 namespace (approximate)'''&amp;quot; and the other shows: &amp;quot;'''29.8 out of 100 quality rating for DF2010 namespace (approximate)'''&amp;quot;. Not to mention that the page that contains &amp;quot;''(Redirected from DF2010:Main Page)''&amp;quot; in the top left corner is ''http://df.magmawiki.com/index.php/DF2010:Main_Page'' It redirects to itself. Also, I get one image on the DF2010:Main_Page, and a different one one at Main_Page. When I check DF2010:Main_Page, it's the first picture again. I made sure that it isn't the same page already. Repeat the steps I mentioned in my first comment and see for yourself. It's not a redirect, those are two different pages. --[[Special:Contributions/109.93.118.60|109.93.118.60]] 17:05, 4 June 2010 (UTC)&lt;br /&gt;
::[http://df.magmawiki.com/index.php?title=DF2010:Main_Page&amp;amp;redirect=no DF2010:Main Page - Redirect page - Main Page]. It is a redirect. When you load a redirect page, it does not actually forward you to the destination page but simply displays it immediately, so the redirect's URL is still in the address bar. Either your web browser or the server itself is caching different versions of the page depending on whether or not you viewed it through the redirect.  --[[User:Quietust|Quietust]] 17:31, 4 June 2010 (UTC)&lt;br /&gt;
Well, it stopped happening after the new-version change of the main page, whatever the cause was. Thanks anyway. --[[Special:Contributions/79.101.254.106|79.101.254.106]] 19:30, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HFS creatures ==&lt;br /&gt;
We don't seem to have any pages for them, shouldn't they have pages like normal creatures? --[[Special:Contributions/78.151.176.4|78.151.176.4]] 13:09, 11 April 2010 (UTC)&lt;br /&gt;
:Aren't they randomly generated during worldgen?--[[User:SanDiego|SanDiego]] 13:29, 11 April 2010 (UTC)&lt;br /&gt;
Oh right, didn't realise that. Thought that they were just lacking raws. --[[Special:Contributions/92.29.248.178|92.29.248.178]] 14:42, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, you're both right :P. They're randomly generated, and they lack raws! --[[User:612DwarfAvenue|612DwarfAvenue]] 06:20, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Random page function ==&lt;br /&gt;
&lt;br /&gt;
I'm not familiar with how the Special:Random function works, but would it be possible to restrict it to random pages from particular namespaces? Getting 23a, 40d and DF2010 pages returned isn't very helpful. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
:That would require (iirc) some fairly heavy editing to the mediawiki code. We're trying to avoid modding the code because that creates problems with updating the mediawiki software to new versions. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:51, 8 April 2010 (UTC)&lt;br /&gt;
::Just a little correction, you an get to just DF2010 pages by appending &amp;quot;/DF2010&amp;quot; to the end of special random.&lt;br /&gt;
:: For example. [[Special:Random/DF2010]], [[Special:Random/Utility]], ect.&lt;br /&gt;
:: Perhaps this link might be useful as a more available link? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:19, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010 Title needs changing ==&lt;br /&gt;
&lt;br /&gt;
The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
&lt;br /&gt;
Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
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So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
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Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
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:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
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::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
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:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
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:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
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:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
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== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
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:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
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== French language wiki ==&lt;br /&gt;
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Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Add a CptnDuck page? ==&lt;br /&gt;
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Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
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:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
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== Articles on Olivine and other generic stones ==&lt;br /&gt;
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There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
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:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
[[User:LogicalDash|LogicalDash]] 22:08, 5 August 2009 (UTC)&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
&lt;br /&gt;
Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
::They get archived at some point, so no need. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:33, 15 April 2010 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
::These should of course go under D for Dwarf.&lt;br /&gt;
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== Images ==&lt;br /&gt;
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So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
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== No link to World Generation? ==&lt;br /&gt;
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Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
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== Namespaces ==&lt;br /&gt;
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As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
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Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
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:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
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== Tutorials clutter ==&lt;br /&gt;
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Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
&lt;br /&gt;
Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
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I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
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::If [[40d:Quickstart guide]] is obsolete, you should definitely remove the links to it from the front page (both &amp;quot;Your first fortress&amp;quot; and &amp;quot;Quickstart guide&amp;quot; end up there). As a new player pointed at this wiki by the game, I wasted twenty minutes trying to load in the save game (was I being unlucky, or does it simply not work with the new version?) and gave up on trying to play Dwarf Fortress, as a result. --[[User:Gritspeck|Gritspeck]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
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:I'm all for this, this is a terrible organization.  I like your plan.  Given further agreement (or at least no opposition) I say go for it.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:38, 15 April 2010 (UTC)&lt;br /&gt;
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Well, I went ahead and did my best.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:13, 28 May 2010 (UTC)&lt;br /&gt;
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:I think the frontpage would benefit from highlighting a couple well-written and important pages as well. A &amp;quot;featured article,&amp;quot; perhaps. --[[User:Falldog|Falldog]] 01:16, 6 June 2010 (UTC)&lt;br /&gt;
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::I think it does highlight important pages. See the blue boxes. A 'featured article' would (further) clutter the front page while not being of any value to viewers of the front page or users of this wiki in general. --[[User:Nahno|Nahno]] 17:33, 6 June 2010 (UTC)&lt;br /&gt;
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::: Let me rephrase. The main page would benefit from the inclusion of links to the most often used reference pages (like the stone summary and the metal summary) than the section on &amp;quot;Playing Dwarf Fortress.&amp;quot; It is redundant as there is already a Newbie section and an Advanced tutorials section. I think we agree about that. --[[User:Falldog|Falldog]] 21:22, 7 June 2010 (UTC)&lt;br /&gt;
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== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
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==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
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== What happened to the link to the dev changelog? ==&lt;br /&gt;
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There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back; it seemed like it was removed by mistake anyway. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;br /&gt;
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==Announcements Hider==&lt;br /&gt;
The announcement-hiding script on Briess's page no longer works--it's checking the contents of an id that no longer exists. Replacing the conditional with collapseTable(0) works, but sidesteps the original intent of the conditional, which I presume is to display the options if they've changed since last visit. Does that functionality still apply? While we're at it, is it possible to assign a named value to the collapsible table, so that it can be collapsed without referring to its position relative to other collapsible tables (which breaks the hider script on certain skins)? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
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==How will merging/splitting topics work for backward compatibility linking==&lt;br /&gt;
I got thinking about this when helping work on the military pages, we're branching this out into squads/military/schedule/etc. because of how much more complex things have suddenly got with the military system. It was a natural direction to take things. What's the correct way to handle backward compatibility links in this situation? And now that I'm thinking about it, how about page merging? If we decide to merge anything how will that be handled? [[User:Doctorzuber|Doctorzuber]] 03:59, 9 April 2010 (UTC)&lt;br /&gt;
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== Game object date boxes ==&lt;br /&gt;
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These boxes on  the creature pages need some kind of text formatting to stop them expanding to far. Just an example try the [[dog|dog]] page. --[[User:AKAfreaky|AKAfreaky]] 12:54, 11 April 2010 (UTC)&lt;br /&gt;
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== Carrying over saved games? ==&lt;br /&gt;
&lt;br /&gt;
Hi, is it possible to carry over savegames from one version to the next, and if so, how do I do this? Thanks [[User:EddyP|EddyP]] 10:27, 13 April 2010 (UTC)&lt;br /&gt;
:It is possible - go to the /data folder and just copy the file called &amp;quot;save&amp;quot; to the /data folder in the new DF. You'll then have to edit the raws in each region folder (inside the save folder) to match the new raws in the main /raw folder (or just copy them over). --[[User:AKAfreaky|AKAfreaky]] 20:22, 13 April 2010 (UTC)&lt;br /&gt;
::As long as the &amp;quot;different versions&amp;quot; are within the same &amp;quot;generation&amp;quot; of Dwarf Fortress (i.e. 0.21 thru 0.23, 0.27 thru 0.28, or 0.31), this'll work. If you actually try to copy a saved game from 0.28.101.40d to 0.31.xx, expect it to fail in a very spectacular way. --[[User:Quietust|Quietust]] 20:51, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quote wrong on main page==&lt;br /&gt;
The quote on the main page comes up with something to the effect that you cannot milk creatures.  This was true for 40d, but not for the most recent edition.--[[User:Kwieland|Kwieland]] 12:23, 21 April 2010 (UTC)&lt;br /&gt;
: ''&amp;quot;The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined scheduling.&amp;quot;'' &lt;br /&gt;
: Is this really intended to be a main page quote? I thought the main pages quotes were usually . . . funny. [[User:Doctorzuber|Doctorzuber]] 02:38, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your ad here, free!&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What's up with another ad space on the bottom of every page? We're getting to a point where more ads just cause more annoyance, not more profit. {{unsigned|213.157.252.41}}&lt;br /&gt;
:There are ads? Where? *turns off adblock* OH HOLY CRAP *quickly turns adblock back on* Yeah, if there are more ads than page it kinda defeats the point doesn't it? [[User:Volatar|Volatar]] 14:00, 5 May 2010 (UTC)&lt;br /&gt;
::The ad stuff is trying to get a baseline for different types of ads. We're hoping the button ads perform well enough that we can get rid of the larger banner ads. In 5 or so days the number of ads will decrease depending on what we find. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 20:31, 5 May 2010 (UTC)&lt;br /&gt;
::Also, the &amp;quot;free&amp;quot; part is that ads with no bids can be obtained freely, but that'll disappear in the next few days as the ads establish a page view trend. (Which is why in 5 or so days we'll be getting rid of some ads.) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 20:33, 5 May 2010 (UTC)&lt;br /&gt;
:::Good enough. Thanks for the explanation! {{unsigned|213.157.252.41}}&lt;br /&gt;
&lt;br /&gt;
::There are ads?? *switches to IE* oh, yeah, ads.. *switches back to opera* --[[Special:Contributions/92.202.79.42|92.202.79.42]] 11:48, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The wiki currently has 3 articles. &amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming this has something to do with the recent namespace thing? --[[Special:Contributions/217.132.92.69|217.132.92.69]] 10:27, 6 May 2010 (UTC)&lt;br /&gt;
:Haha, yes, I'll get right on that. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:04, 6 May 2010 (UTC)&lt;br /&gt;
::Looks like someone beat me too it. :( [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:05, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
I really like how the bar is counting down to zero. Keep templating, rawing and tableing all you want, eventually you will have to face the truth: to make a helpful wiki you need to ''play'' the game and add ''content''. --[[Special:Contributions/68.161.167.37|68.161.167.37]] 02:09, 9 May 2010 (UTC)&lt;br /&gt;
:What are you objecting to?  Someone said it would be a good idea to know &amp;quot;how close to 'complete' the wiki is&amp;quot;, we did that.  If you don't like it then you don't have to look at it.  I'd also like to ask why you think you have such a right to critisize others work after your... 3 edits?  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:26, 10 May 2010 (UTC)&lt;br /&gt;
::I think the big problem is that the vast majority of 40d pages are still completely accurate or near-completely accurate to the new version, but little to no effort has been made to port them over.  Now that the latest version has been out for a while, I think it's reasonable to say that it's obvious that 'nuking' the 40d version by forcing it into a separate namespace instead of just trying to update it normally was a terrible mistake -- as was setting up this wretched namespace system, given that this is intended to be the ''last'' such gap between releases.  The change from 40d to 2010 wasn't nearly as sweeping in terms of underlying mechanics as some people on the Wiki thought it would be -- but now, because of the way the changeover was mishandled here, we're left basically rewriting or copy-pasting a bunch of pages for stuff that hasn't changed, and nobody actually wants to waste time doing that when perfectly good and accurate articles exist in 40d namespace.  Look at [[Animal Trap]], say -- the 40d version is detailed and near-perfectly accurate to DF2010, while the DF2010 version is barely more than a stubby paragraph.  This happens all over the place, because people were eager to rewrite (or create) the articles related to stuff that changed, but nobody wanted to waste time rewriting all the relatively accurate articles that were mindlessly pushed into a separate namespace in the botched shift.  --[[User:Aquillion|Aquillion]] 16:51, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Legacy? SDL? ==&lt;br /&gt;
Could someone explain the difference between the legacy and SDL releases? Seems that information ought to be around here somewhere. Can't seem to find it if it is. --[[User:Doctorzuber|Doctorzuber]] 00:12, 21 June 2010 (UTC)&lt;br /&gt;
:From my guess, Legacy is the old version (without SDL), and the SDL... well you get it. --[[User:Hugna|Hugna]] 03:55, 21 June 2010 (UTC)&lt;br /&gt;
== New website==&lt;br /&gt;
I've got a new website up and running with drupal. It is about dwarf fortress and you can find it [http://darkcloudterrace.dyndns.info/drupal6/ Here darkcloudterrace] it has a forum for dwarf fortress&lt;br /&gt;
&lt;br /&gt;
== Download Mirrors Working or Broken ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to download df_31_13 from any of the three mirrors on the front page. Is anyone else having a problem with them?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:55, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unworthy Self-link ==&lt;br /&gt;
&lt;br /&gt;
Would it be improper to add a link to [[Bentgirder]] on the home page?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=127903</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=127903"/>
		<updated>2010-09-22T03:47:55Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &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;
&amp;lt;!--  &lt;br /&gt;
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***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
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That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
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{{Main page progress bar|DF2010|height=10}}&lt;br /&gt;
 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&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 &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency. The wiki currently has '''{{Template:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
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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;
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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; | [[Game development]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game Basics]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Troubleshooting]]&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;
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| 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;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&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;
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| 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;
|-&lt;br /&gt;
| 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;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&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;
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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;
| [[World generation]]&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.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board=22.0 Official Wiki Forum], [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://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=117872 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)], [http://darkcloudterrace.dyndns.info/drupal6/?q=forum/4 http://darkcloudterrace.dyndns.info/drupal6/?q=forum/4 dwarf fortress unoffical forums]&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: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [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, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&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/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) 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)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.reddit.com/r/dwarffortress/ Dwarf Fortress Reddit]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=122872</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=122872"/>
		<updated>2010-07-28T18:38:31Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Population Growth */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the &amp;quot;Keys used&amp;quot; block standard in each section. (Who did that, BTW? Stand up and take the credit.)  --[[User:Strangething|Strangething]] 06:01, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Constructions - Done! --[[User:Kwieland|Kwieland]] 19:54, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm goning to write my comments on the Bentgrider page itself, so I dont have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;br /&gt;
&lt;br /&gt;
==Mugs are not the most efficient==&lt;br /&gt;
&lt;br /&gt;
I disagree strongly that mugs are the most efficient stonecraft product. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here.  (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have ''three'' tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others.&lt;br /&gt;
&lt;br /&gt;
In armor, a single bar of metal can produce many types of armor.  There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale).  This is for 31.10, so I haven't checked for the most recent update.  Basic take home message is if you want to set up an industry, you need to look at all the factors.&lt;br /&gt;
:In 40d, a mug had the same base value as a craft/instrument/toy, though they were significantly heavier and thus you couldn't fit nearly as many into a single bin. --[[User:Quietust|Quietust]] 18:56, 23 July 2010 (UTC)&lt;br /&gt;
::I just checked this.  Mugs are the most cost efficient. mugs&amp;gt;crafts&amp;gt;musical instruments &amp;amp; toys simply because of the number created.--[[User:Kwieland|Kwieland]] 11:10, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Population Growth ==&lt;br /&gt;
&lt;br /&gt;
I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=122202</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=122202"/>
		<updated>2010-07-22T03:47:13Z</updated>

		<summary type="html">&lt;p&gt;Strangething: crafting &amp;amp; trading edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|This tutorial is still under construction! Be warned, there are still some important parts missing. If you are an experienced player, and want to add to this guide, please feel free. --[[User:Strangething|Strangething]] 21:17, 13 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toogle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;'''X'''&amp;lt;/span&amp;gt; in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode. &lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: U ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: Z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: D ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can the regular dig designation to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: A ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: B ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press w for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
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Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
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The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
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Stâkud will haul the selected building materials to the chosen location and start building his workshop. &lt;br /&gt;
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== Workshop Control: Q ==&lt;br /&gt;
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Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
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This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
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== Stockpiles: P ==&lt;br /&gt;
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[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
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Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
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Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
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Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
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Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
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Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
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Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
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* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
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== Placing Furniture (beds) ==&lt;br /&gt;
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Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
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A lot of the things in the build menu are pieces of furniture that can be created at your carpenter's workshop: Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
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&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this create a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
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== Activity Zones: I==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
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Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
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As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
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Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
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Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
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==Plump Helmets: the staff of life==&lt;br /&gt;
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[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
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Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
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= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
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A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
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==What's in a name?==&lt;br /&gt;
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Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
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==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
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== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[ax]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not stop if you don't have a [[trade depot]]. &lt;br /&gt;
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Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
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Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
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== Assign Nobles: N ==&lt;br /&gt;
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[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
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Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
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While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
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Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
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== Make an office ==&lt;br /&gt;
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All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
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Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
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Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
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This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
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==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build at the mason workshop a few {{L|coffin}}s.  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
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==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manors and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
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==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelter the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
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= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
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Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
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==Traps==&lt;br /&gt;
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{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
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To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is to big a subject to cover here. &lt;br /&gt;
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Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
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Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
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Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectable Mugs==&lt;br /&gt;
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As a stone crafter, Sazir can turn common stone into valuable {{L|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are the most efficient trade good, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines. &lt;br /&gt;
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==More on Stockpiles==&lt;br /&gt;
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Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making {{K|bin}}s. Each bin can hold around twenty small items. Bins will not only improve storage, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
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You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''Graveyard''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
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= Lesson Seven: Meet Mörul the Expedition Leader =&lt;br /&gt;
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Mörul is the most multi-talented member of your group. He will be your fort's leader, broker, brewer, and doctor. &lt;br /&gt;
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==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need booze to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
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Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
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==Trading==&lt;br /&gt;
[[File: movegoods.png|thumb|Selecting goods for the depot.]]&lt;br /&gt;
[[File: trading.png|thumb|The trading screen]]&lt;br /&gt;
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[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  &lt;br /&gt;
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When the merchants arrive, you'll get an announcement, the game will pause, and the screen will center on the newly arrived merchant. To prepare for trading, use the room control on the {{L|trade depot}}, and choose move goods to depot. From this screen, you can use the arrow keys and enter to select anything in the fortress to be moved here for trading. This is an awful lot to scroll through, but you can press {{k|s}} to type in a partial name of the item you're looking for. If you search for &amp;quot;goo,&amp;quot; it will show all the finished goods bins in the fortress. Press enter to stop typing. &lt;br /&gt;
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&amp;lt;!-- to add: calling broker to the depot, using the trade interface --&amp;gt;&lt;br /&gt;
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Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled in appraisal, he will also be able to judge the {{K|value}} of items set for trade.  One thing to look out for is that you also include some weighty materials as well while also giving a large number.  Too much weight and you'll overload the pack animals (causing the trade to be impossible) and taking too many objects while giving very few, even valuable items, will annoy the trader as well.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
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==Dwarven Medicine==&lt;br /&gt;
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Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
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= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
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We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
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==Military screen: M==&lt;br /&gt;
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[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
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Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
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The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
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Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
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==Squad Command: S==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: R ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double your population. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Individual bedrooms, Build a [[statue]] garden or [[Zoo]], Build a [[prison]], Farm above ground, cook meals, &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
Better [[military]], Build a Castle, Dig a [[well]], make [[steel]], &lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
Dealing with [[nobles]], The [[Dwarven Economy]]&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters - they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;&amp;lt;double angle brackets&amp;gt;&amp;gt; mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. &lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: H&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: W&lt;br /&gt;
Job [[Manager]]: J&lt;br /&gt;
Items in Room: T&lt;br /&gt;
Options: O&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: C&lt;br /&gt;
Artifact List: L&lt;br /&gt;
Room List: R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=122200</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=122200"/>
		<updated>2010-07-22T01:10:44Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* FAQ */  group &amp;amp; civ name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|This tutorial is still under construction! Be warned, there are still some important parts missing. If you are an experienced player, and want to add to this guide, please feel free. --[[User:Strangething|Strangething]] 21:17, 13 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toogle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;'''X'''&amp;lt;/span&amp;gt; in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode. &lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: U ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: Z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: D ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can the regular dig designation to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: A ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: B ==&lt;br /&gt;
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To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press w for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
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Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
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The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
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Stâkud will haul the selected building materials to the chosen location and start building his workshop. &lt;br /&gt;
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== Workshop Control: Q ==&lt;br /&gt;
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Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
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This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
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== Stockpiles: P ==&lt;br /&gt;
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[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
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Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
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Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
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Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
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Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
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Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
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Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
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* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
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== Placing Furniture (beds) ==&lt;br /&gt;
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Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
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Notice that a lot of the things you can build are pieces of furniture that can be built from your carpenter's workshop. Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Imagine a craftsdwarf cranking out tons of stone mugs (more on that later).  Now you want to {{L|trade}} them.  Without bins, the dwarfs will have to transport each and ever mug to the depot(and you will have to manually select each one!).  A bin holds lots of mugs. With bins, your dwarf only has to take a few trips (and you only have to select a few bins to bring to the depot!) You ''will'' need lots of these to keep your stockpiles in order. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
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&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this create a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
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== Activity Zones: I==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
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Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
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As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
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Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
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Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
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==Plump Helmets: the staff of life==&lt;br /&gt;
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[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
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Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
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= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
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A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
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==What's in a name?==&lt;br /&gt;
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Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
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==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
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== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[ax]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not stop if you don't have a [[trade depot]]. &lt;br /&gt;
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Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
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Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
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== Assign Nobles: N ==&lt;br /&gt;
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[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
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Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
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While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
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Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
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== Make an office ==&lt;br /&gt;
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All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
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Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
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Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
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This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
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==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build at the mason workshop a few {{L|coffin}}s.  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
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==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manors and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
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==Construction==&lt;br /&gt;
Oops!  You mined out the wrong square. Or, &amp;quot;Boy wouldn't a lookout tower be nice so my {{L|marksdwarfs}} can pelter the enemy with bolts?&amp;quot;  These are possible with {{L|constructions}}.  You can designate what to construct under the build menu, capital C. ({{k|b}}-{{k|C}}) You'll need to determine what you want to build, and the material that will be used.  (The material determines who will build it - a mason for rock, etc.) Now you can build {{L|stair}}s, {{L|ramp}}s, {{L|wall}}s to finish whatever {{L|Mega_construction|project}} you have in mind.&lt;br /&gt;
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= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
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Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
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==Traps==&lt;br /&gt;
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{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
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To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is to big a subject to cover here. &lt;br /&gt;
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Once you have a few mechanisms created, you can build traps using the build menu, '''traps/levers''' sub-menu. ({{k|b}}-{{k|T}}) The most basic trap is the stone fall trap, a simple stone suspended above a tile. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective.  The trap will then have to be reloaded.  You can {{k|f}}orbid the trap to make sure it isn't loaded while the enemy is still around. &lt;br /&gt;
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Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{L|cage}}. Wooden cages can be created at the carpenter's workshop, glass terrariums in the glass shop, etc. &lt;br /&gt;
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Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectable Mugs==&lt;br /&gt;
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As a stone crafter, Sazir can turn common stone into valuable {{L|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are the most efficient trade good, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines. &lt;br /&gt;
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==More on Stockpiles==&lt;br /&gt;
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Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making bins. Bins will not only make storage easier, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
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You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''&amp;quot;Graveyard&amp;quot;''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
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= Lesson Seven: Meet Mörul the Doctor/Trader/Brewer=&lt;br /&gt;
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==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need booze to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
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Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds of the crop behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
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==Trading==&lt;br /&gt;
[[File: trading.png|frame|The trading screen]]&lt;br /&gt;
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[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled as a broker, he will also be able to appraise the worth of items set for trade. &lt;br /&gt;
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The general idea is that you want to craft trinkets that you don't need, such as instruments or toys, and make them as valuable as possible, then trade them for goods that you can use and need, such as wood, food, materials, and so on, although you can trade anything with a value except [[artifacts]].  One thing to look out for is that you also include some weighty materials as well while also giving a large number.  Too much weight and you'll overload the pack animals (causing the trade to be impossible) and taking too many objects while giving very few, even valuable items, will annoy the trader as well.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
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&amp;lt;!-- The above segment may be a bit too much for trading.  Sorry, I tend to rabble on.  Put it somewhere else (?) or delete it if it's unnecessary. ~Ryun &lt;br /&gt;
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I might rework this a little, to focus on the basics of the interface. I moved your other comment to the discussion page.  ~Strangething&lt;br /&gt;
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==Dwarven Medicine==&lt;br /&gt;
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Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
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= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
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We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
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==Military screen: M==&lt;br /&gt;
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[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
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Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
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The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
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Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
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==Squad Command: S==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: R ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double your population. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Individual bedrooms, Build a [[statue]] garden or [[Zoo]], Build a [[prison]], Farm above ground, cook meals, &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
Better [[military]], Build a Castle, Dig a [[well]], make [[steel]], &lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
Dealing with [[nobles]], The [[Dwarven Economy]]&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters - they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
;What are &amp;quot;The Tome of Incinerating&amp;quot; &lt;br /&gt;
That's the name of the dwarven kingdom that you are a part of. &lt;br /&gt;
&lt;br /&gt;
;What is &amp;quot;The Light Lanterns&amp;quot;?&lt;br /&gt;
That's the name of your expedition. Basically, anyone who's an inhabitant of Bentgirder is also a member of the Light Lanterns. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;&amp;lt;double angle brackets&amp;gt;&amp;gt; mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a soldier or a {{L|DF2010:Restraint|guard dog}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. &lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: H&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: W&lt;br /&gt;
Job [[Manager]]: J&lt;br /&gt;
Items in Room: T&lt;br /&gt;
Options: O&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: C&lt;br /&gt;
Artifact List: L&lt;br /&gt;
Room List: R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=122058</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=122058"/>
		<updated>2010-07-21T06:01:13Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* To Do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the &amp;quot;Keys used&amp;quot; block standard in each section. (Who did that, BTW? Stand up and take the credit.)  --[[User:Strangething|Strangething]] 06:01, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm goning to write my comments on the Bentgrider page itself, so I dont have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=122054</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=122054"/>
		<updated>2010-07-21T05:47:01Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Lesson Six: Meet Sazir the Mechanic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|This tutorial is still under construction! Be warned, there are still some important parts missing. If you are an experienced player, and want to add to this guide, please feel free. --[[User:Strangething|Strangething]] 21:17, 13 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toogle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;'''X'''&amp;lt;/span&amp;gt; in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode. &lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: U ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: Z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
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She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
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== Designation Menu: D ==&lt;br /&gt;
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[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
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Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
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Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
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The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
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Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
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One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
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Once that's taken care of, we can the regular dig designation to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
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Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
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==Removing designations==&lt;br /&gt;
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If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
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==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
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== Announcement list: A ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
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Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
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==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
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This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
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== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
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While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
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Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
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That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
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= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
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[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
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== Building: B ==&lt;br /&gt;
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To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press w for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
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Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
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The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
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Stâkud will haul the selected building materials to the chosen location and start building his workshop. &lt;br /&gt;
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== Workshop Control: Q ==&lt;br /&gt;
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Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
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This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
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== Stockpiles: P ==&lt;br /&gt;
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[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
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Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
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Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
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Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
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Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
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Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
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Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
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== Placing Furniture (beds) ==&lt;br /&gt;
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Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
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Notice that a lot of the things you can build are pieces of furniture that can be built from your carpenter's workshop. Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are {{L|bin}}s and {{L|barrel}}s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. Imagine a craftsdwarf cranking out tons of stone mugs (more on that later).  Now you want to {{L|trade}} them.  Without bins, the dwarfs will have to transport each and ever mug to the depot(and you will have to manually select each one!).  A bin holds lots of mugs. With bins, your dwarf only has to take a few trips (and you only have to select a few bins to bring to the depot!) You ''will'' need lots of these to keep your stockpiles in order. Try to keep a few extras of each.&lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
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&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this create a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
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== Activity Zones: I==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
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Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
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As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
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Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
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Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
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==Plump Helmets: the staff of life==&lt;br /&gt;
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[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
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Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
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= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
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A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
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==What's in a name?==&lt;br /&gt;
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Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
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==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
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== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[ax]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not stop if you don't have a [[trade depot]]. &lt;br /&gt;
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Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
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Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
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== Assign Nobles: N ==&lt;br /&gt;
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[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
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Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
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While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
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Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
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== Make an office ==&lt;br /&gt;
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All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
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Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
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Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
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This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
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==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build at the mason workshop a few {{L|coffin}}s.  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
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==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manors and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
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==Construction==&lt;br /&gt;
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= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
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Sazir has two jobs: He's a {{L|mechanic}} and a {{L|stone crafter}}. The former task requires a {{L|mechanic's workshop}}, and the latter calls for a {{L|craftdwarf's workshop}}. &lt;br /&gt;
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==Traps==&lt;br /&gt;
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{{L|Trap}}s are the easiest way to defend your fortress. Your dwarves, and friendly visitors like the merchants, can walk across traps without danger, but they are devastating to hostile creatures and wildlife. &lt;br /&gt;
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To build traps, you need mechanisms. A {{L|mechanism}} is a abstract collection of gears, pulleys and widgets that can be used to make machines. Mechanisms are made from stone, at a mechanic's workshop, and stored in a furniture stockpile. There are lots of fun things you can do with mechanisms, like a {{L|drawbridge}} that raises with a pull of a lever. This lesson only covers the easy ones. Advanced {{L|trap design}} is to big a subject to cover here. &lt;br /&gt;
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Once you have a few mechanisms created, you can build traps from the build menu. Look for the '''traps/levers''' sub-menu. The most basic trap is the stone fall trap. To build one, you need one mechanism. Once the trap is built, it needs to be loaded with a lump of rock. When an intruder steps into that tile, the rock falls on him. Crude, but effective. &lt;br /&gt;
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Somewhat classier is the cage trap. These capture intruders alive with great efficiency. (What to do with {{L|captured creatures}} is another question.) They are built just like the stone fall trap, but instead of a rock, you need a {{K|cage}}. Wooden cages can be created at the carpenter's workshop. &lt;br /&gt;
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Notice that cages don't get stored in the furniture stockpile. Instead, they go the the animal stockpile. If you catch something in a cage trap, or you buy an animal from the merchants, the cage and its occupant are brought back to this stockpile. It's a good idea to keep some empty space in this stockpile, if you're using cage traps.&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectable Mugs==&lt;br /&gt;
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As a stone crafter, Sazir can turn common stone into valuable {{L|trade goods}}. The idea is to fill up a few bins of useless gewgaws, then trade them for more useful stuff from the merchants. The best place to start is stone mugs. Mugs are the most efficient trade good, since each lump of rock always turns into three mugs. (This is true of wineskins, cups, goblets, and flasks, too.) If mugs are too dull, swap to {{L|craft}}s, which are randomized, and often produce interesting figurines. &lt;br /&gt;
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==More on Stockpiles==&lt;br /&gt;
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Trade goods can take up a huge amount of space. Make a big stockpile for finished goods, and keep making bins. Bins will not only make storage easier, but also make it easier to move the goods to the depot when the merchants arrive. &lt;br /&gt;
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You might want to make a stockpile for everything. For example, you need to make a weapon stockpile to move the extra pick off the wagon, and a cloth stockpile to store the cloth and thread supply. There are a few pitfalls here: &lt;br /&gt;
* '''Stone''' Don't make a large stone stockpile, or your dwarves will spend too much time hauling stone. There is simply too much of the stuff.&lt;br /&gt;
* '''&amp;quot;Graveyard&amp;quot;''' Don't use this stockpile to take care of bodies. Build {{L|coffin}}s instead. &lt;br /&gt;
* '''Refuse''' Thing in this stockpile will {{L|rot}}, by definition. To avoid clouds of [[miasma]], build it outdoors.&lt;br /&gt;
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= Lesson Seven: Meet Mörul the Doctor/Trader/Brewer=&lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need booze to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds of the crop behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: trading.png|frame|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled as a broker, he will also be able to appraise the worth of items set for trade. &lt;br /&gt;
&lt;br /&gt;
The general idea is that you want to craft trinkets that you don't need, such as instruments or toys, and make them as valuable as possible, then trade them for goods that you can use and need, such as wood, food, materials, and so on, although you can trade anything with a value except [[artifacts]].  One thing to look out for is that you also include some weighty materials as well while also giving a large number.  Too much weight and you'll overload the pack animals (causing the trade to be impossible) and taking too many objects while giving very few, even valuable items, will annoy the trader as well.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The above segment may be a bit too much for trading.  Sorry, I tend to rabble on.  Put it somewhere else (?) or delete it if it's unnecessary. ~Ryun &lt;br /&gt;
&lt;br /&gt;
I might rework this a little, to focus on the basics of the interface. I moved your other comment to the discussion page.  ~Strangething&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: M==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: S==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: R ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double your population. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Individual bedrooms, Build a [[statue]] garden or [[Zoo]], Build a [[prison]], Farm above ground, cook meals, &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
Better [[military]], Build a Castle, Dig a [[well]], make [[steel]], &lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
Dealing with [[nobles]], The [[Dwarven Economy]]&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters - they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;&amp;lt;double angle brackets&amp;gt;&amp;gt; mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a {{L|DF2010:Restraint|guard}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. &lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: H&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: W&lt;br /&gt;
Job [[Manager]]: J&lt;br /&gt;
Items in Room: T&lt;br /&gt;
Options: O&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: C&lt;br /&gt;
Artifact List: L&lt;br /&gt;
Room List: R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=121920</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=121920"/>
		<updated>2010-07-19T17:31:23Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Lesson Two: Meet Vabôk the Miner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|This tutorial is still under construction! Be warned, there are still some important parts missing. If you are an experienced player, and want to add to this guide, please feel free. --[[User:Strangething|Strangething]] 21:17, 13 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toogle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;'''X'''&amp;lt;/span&amp;gt; in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode. &lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so undiscovered earth is blacked out, while above ground show as light blue empty space. In the bottom right of the screen, there's a display of the current z-level.  On the right is also a scroll bar that shows where you are relative to sky (light blue) and earth (dark). The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear light blue indicating empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook (dark blue).&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain.&lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: U ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: Z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: D ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can the regular dig designation to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
{{L|Soil}} just disappears as it is mined out, but {{L|stone}} is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. {{L|Gypsum}} is a type of stone that can be made into {{L|plaster powder}}. There is also some useful {{L|lignite}} nearby, a {{L|fuel}} for your forge, and clusters of agates, a type of low-value {{L|gem}}. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: A ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
The more Vabok digs, the more {{L|Experience|experienced}} she gets in mining. As her skill increases, she'll dig squares out quicker and destroy less  {{L|rock}}, {{L|gem}}s, and {{L|ore}}, as she goes.  &lt;br /&gt;
&lt;br /&gt;
This is true of all skills in Dwarf Fortress. Dwarves improve their skills through practice. More skill means higher quality work, done faster. Keeping your dwarves working and learning is the key to a thriving fortress. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this tutorial.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: B ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press w for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop. &lt;br /&gt;
&lt;br /&gt;
== Workshop Control: Q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: P ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
Notice that a lot of the things you can build are pieces of furniture that can be built from your carpenter's workshop. Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are [[bin]]s and [[barrel]]s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. You will need lots of these to keep your stockpiles in order. Try to keep a few extras of each. &lt;br /&gt;
&lt;br /&gt;
= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this create a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: I==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's {{L|Economic_stone|economic stone}}?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
One of the options under the {{L|status}} screen is {{L|Stone}}s. (Remember, bring up the status screen by pressing {{k|z}}).  This is where you direct your dwarfs which stones are reserved for special uses and which can be used to makes any old thing ({{L|crafts}}, {{L|mechanism}}s, {{L|furniture}}, etc). This prevents a future engineer from taking a very valuable (say {{L|platinum}}) stone and making a {{L|quality|no name}} mechanism out of it.  Gypsum is reserved as a component of {{L|Plaster_powder|plaster}}, but we have an abundance.  Go ahead and hit enter when gypsum is selected to change it from red (unavailable for general use) to green (available).&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[ax]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not stop if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: N ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
More often than not, some of your dwarfs will meet {{L|fun|untimely deaths}}.  Dwarfs like to bury their comrades properly.  Have Meng build at the mason workshop a few {{L|coffin}}s.  At the same time, have Vab&amp;amp;ocirc;k mine out a small 3x3 area.  Once the coffins are done, have them built ({{K|b}} and then {{K|n}}) in the area that you mined out. After the coffin is installed, designate the coffin for use by your dwarfs by ({{K|q}} and then {{K|b}}).  Nobles demand (and rightfully belong in) {{L|tomb}}s, which are coffins made into rooms and assigned to them specifically.&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
{{L|Dining_room|Dining halls}} are simple - a few tables and chairs in a room.  Have a larger 5x5 area mined out close to your food stockpiles.  Then, have four or five stone {{L|chair}}s (thrones, remember) and {{L|table}}s made.  Arrange the tables and chairs in the room as you like, making sure that every table has a chair next to it.  Don't worry about blocking doors, as dwarfs don't believe in manors and will walk over most furniture if needed.  Now, designate the room for use as a dining room by pressing {{k|q}} , then selecting the table.  You can also designate the room as a {{L|Meeting_hall|meeting place}}, which means dwarfs will hang out there if they don't have any jobs to do.  This also means they can celebrate weddings and have {{L|Party|parties}} there, too!&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
==Cages and the Animal stockpile==&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectable Mugs==&lt;br /&gt;
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&lt;br /&gt;
= Lesson Seven: Meet Mörul the Doctor/Trader/Brewer=&lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need booze to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds of the crop behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: trading.png|frame|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled as a broker, he will also be able to appraise the worth of items set for trade. &lt;br /&gt;
&lt;br /&gt;
The general idea is that you want to craft trinkets that you don't need, such as instruments or toys, and make them as valuable as possible, then trade them for goods that you can use and need, such as wood, food, materials, and so on, although you can trade anything with a value except [[artifacts]].  One thing to look out for is that you also include some weighty materials as well while also giving a large number.  Too much weight and you'll overload the pack animals (causing the trade to be impossible) and taking too many objects while giving very few, even valuable items, will annoy the trader as well.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The above segment may be a bit too much for trading.  Sorry, I tend to rabble on.  Put it somewhere else (?) or delete it if it's unnecessary. ~Ryun &lt;br /&gt;
&lt;br /&gt;
I might rework this a little, to focus on the basics of the interface. I moved your other comment to the discussion page.  ~Strangething&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: M==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: S==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: R ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double your population. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]] and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.&lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Individual bedrooms, Build a [[statue]] garden or [[Zoo]], Build a [[prison]], Farm above ground, cook meals, &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
Better [[military]], Build a Castle, Dig a [[well]], make [[steel]], &lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
Dealing with [[nobles]], The [[Dwarven Economy]]&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters - they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;&amp;lt;double angle brackets&amp;gt;&amp;gt; mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a {{L|DF2010:Restraint|guard}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. &lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: H&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: W&lt;br /&gt;
Job [[Manager]]: J&lt;br /&gt;
Items in Room: T&lt;br /&gt;
Options: O&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: C&lt;br /&gt;
Artifact List: L&lt;br /&gt;
Room List: R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=121720</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=121720"/>
		<updated>2010-07-17T05:07:51Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm goning to write my comments on the Bentgrider page itself, so I dont have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:BentgirderTOC&amp;diff=121693</id>
		<title>Template:BentgirderTOC</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:BentgirderTOC&amp;diff=121693"/>
		<updated>2010-07-17T04:53:21Z</updated>

		<summary type="html">&lt;p&gt;Strangething: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bentgirder: A Tutorial&lt;br /&gt;
|-&lt;br /&gt;
| [[Home]] - [[Lesson One]] - [[Lesson Two]] - [[Lesson Three]] - [[Lesson Four]] - [[Lesson Five]] - [[Lesson Six]] - [[Lesson Seven]] - [[Lesson Eight]] - [[Lesson Nine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bentgirder questions]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A table of contents file, for when I break up the [[Bentgirder]] tutorial. --[[User:Strangething|Strangething]] 04:14, 14 July 2010 (UTC)&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=121688</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=121688"/>
		<updated>2010-07-17T04:35:29Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* The Big Split */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm goning to write my comments on the Bentgrider page itself, so I dont have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bentgirder-zone.png&amp;diff=121592</id>
		<title>File:Bentgirder-zone.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bentgirder-zone.png&amp;diff=121592"/>
		<updated>2010-07-15T21:16:59Z</updated>

		<summary type="html">&lt;p&gt;Strangething: Activity zone menu.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activity zone menu.&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=121586</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=121586"/>
		<updated>2010-07-15T20:54:32Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Stockpiles: P */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|This tutorial is still under construction! Be warned, there are still some important parts missing. If you are an experienced player, and want to add to this guide, please feel free. --[[User:Strangething|Strangething]] 21:17, 13 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toogle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;'''X'''&amp;lt;/span&amp;gt; in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode. &lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so hills are blacked out walls, and valleys show as empty space. In the bottom right of the screen, there's a display of the current z-level. The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear as empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook.&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain. &lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: U ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: Z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: D ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can the regular dig designation to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
[[Soil]] just disappears as it is mined out, but [[stone]] is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. [[Gypsum]] is a type of stone that can be made into [[plaster powder]]. There is also some useful [[lignite]] nearby, and clusters of agates, a type of low-value [[gem]]. &lt;br /&gt;
&lt;br /&gt;
You might want to avoid digging the ore and gems until Vabok is more experienced, or at least until you can take advantage of those resources. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: A ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this lesson.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: B ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press w for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop. &lt;br /&gt;
&lt;br /&gt;
== Workshop Control: Q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: P ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenu2010.png|frame|The stockpile menu.]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
Notice that a lot of the things you can build are pieces of furniture that can be built from your carpenter's workshop. Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are [[bin]]s and [[barrel]]s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. You will need lots of these to keep your stockpiles in order. Try to keep a few extras of each. &lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this create a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: I==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's economic stone?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[ax]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not stop if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: N ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
==Cages and the Animal stockpile==&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectable Mugs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Doctor/Trader/Brewer=&lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need booze to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds of the crop behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: trading.png|frame|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled as a broker, he will also be able to appraise the worth of items set for trade. &lt;br /&gt;
&lt;br /&gt;
The general idea is that you want to craft trinkets that you don't need, such as instruments or toys, and make them as valuable as possible, then trade them for goods that you can use and need, such as wood, food, materials, and so on, although you can trade anything with a value except [[artifacts]].  One thing to look out for is that you also include some weighty materials as well while also giving a large number.  Too much weight and you'll overload the pack animals (causing the trade to be impossible) and taking too many objects while giving very few, even valuable items, will annoy the trader as well.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The above segment may be a bit too much for trading.  Sorry, I tend to rabble on.  Put it somewhere else (?) or delete it if it's unnecessary. ~Ryun &lt;br /&gt;
&lt;br /&gt;
I might rework this a little, to focus on the basics of the interface. I moved your other comment to the discussion page.  ~Strangething&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: M==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: S==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: R ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double your population. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]]. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch. &lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Individual bedrooms, Build a [[statue]] garden or [[Zoo]], Build a [[prison]], Farm above ground, cook meals, &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
Better [[military]], Build a Castle, Dig a [[well]], make [[steel]], &lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
Dealing with [[nobles]], The [[Dwarven Economy]]&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters - they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;&amp;lt;double angle brackets&amp;gt;&amp;gt; mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a {{L|DF2010:Restraint|guard}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. &lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: H&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: W&lt;br /&gt;
Job [[Manager]]: J&lt;br /&gt;
Items in Room: T&lt;br /&gt;
Options: O&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: C&lt;br /&gt;
Artifact List: L&lt;br /&gt;
Room List: R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=121584</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=121584"/>
		<updated>2010-07-15T20:44:52Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Designation Menu: D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|This tutorial is still under construction! Be warned, there are still some important parts missing. If you are an experienced player, and want to add to this guide, please feel free. --[[User:Strangething|Strangething]] 21:17, 13 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toogle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;'''X'''&amp;lt;/span&amp;gt; in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode. &lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so hills are blacked out walls, and valleys show as empty space. In the bottom right of the screen, there's a display of the current z-level. The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear as empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook.&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain. &lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: U ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: Z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: D ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenu2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
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The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
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Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
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Once that's taken care of, we can the regular dig designation to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
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Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
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==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
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==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
[[Soil]] just disappears as it is mined out, but [[stone]] is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. [[Gypsum]] is a type of stone that can be made into [[plaster powder]]. There is also some useful [[lignite]] nearby, and clusters of agates, a type of low-value [[gem]]. &lt;br /&gt;
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You might want to avoid digging the ore and gems until Vabok is more experienced, or at least until you can take advantage of those resources. &lt;br /&gt;
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== Announcement list: A ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
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Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
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That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this lesson.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: B ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press w for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
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Stâkud will haul the selected building materials to the chosen location and start building his workshop. &lt;br /&gt;
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== Workshop Control: Q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
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This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
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== Stockpiles: P ==&lt;br /&gt;
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[[File:StockpilesMenuDF2010.png|frame|The stockpile menu]]&lt;br /&gt;
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Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
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Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
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Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
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You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
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Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
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== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
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Notice that a lot of the things you can build are pieces of furniture that can be built from your carpenter's workshop. Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
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== Bins and Barrels ==&lt;br /&gt;
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Two of the most important things a carpenter will make are [[bin]]s and [[barrel]]s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. You will need lots of these to keep your stockpiles in order. Try to keep a few extras of each. &lt;br /&gt;
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= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
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==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
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Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
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Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this create a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: I==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
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Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
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==Creating a farm plot==&lt;br /&gt;
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Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
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[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
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Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
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= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
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==What's in a name?==&lt;br /&gt;
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Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
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==What's economic stone?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
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== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[ax]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not stop if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
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Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
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== Assign Nobles: N ==&lt;br /&gt;
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[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
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== Make an office ==&lt;br /&gt;
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All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
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Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
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This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
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==Make a mass tomb==&lt;br /&gt;
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==Making a dining hall==&lt;br /&gt;
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==Construction==&lt;br /&gt;
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= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
==Cages and the Animal stockpile==&lt;br /&gt;
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==Trade Goods: Bentgirder Memorial Collectable Mugs==&lt;br /&gt;
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&lt;br /&gt;
= Lesson Seven: Meet Mörul the Doctor/Trader/Brewer=&lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need booze to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds of the crop behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: trading.png|frame|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled as a broker, he will also be able to appraise the worth of items set for trade. &lt;br /&gt;
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The general idea is that you want to craft trinkets that you don't need, such as instruments or toys, and make them as valuable as possible, then trade them for goods that you can use and need, such as wood, food, materials, and so on, although you can trade anything with a value except [[artifacts]].  One thing to look out for is that you also include some weighty materials as well while also giving a large number.  Too much weight and you'll overload the pack animals (causing the trade to be impossible) and taking too many objects while giving very few, even valuable items, will annoy the trader as well.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The above segment may be a bit too much for trading.  Sorry, I tend to rabble on.  Put it somewhere else (?) or delete it if it's unnecessary. ~Ryun &lt;br /&gt;
&lt;br /&gt;
I might rework this a little, to focus on the basics of the interface. I moved your other comment to the discussion page.  ~Strangething&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
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= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
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==Military screen: M==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: S==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: R ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double your population. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]]. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch. &lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Individual bedrooms, Build a [[statue]] garden or [[Zoo]], Build a [[prison]], Farm above ground, cook meals, &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
Better [[military]], Build a Castle, Dig a [[well]], make [[steel]], &lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
Dealing with [[nobles]], The [[Dwarven Economy]]&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters - they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;&amp;lt;double angle brackets&amp;gt;&amp;gt; mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a {{L|DF2010:Restraint|guard}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. &lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: H&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: W&lt;br /&gt;
Job [[Manager]]: J&lt;br /&gt;
Items in Room: T&lt;br /&gt;
Options: O&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: C&lt;br /&gt;
Artifact List: L&lt;br /&gt;
Room List: R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=121583</id>
		<title>v0.31:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bentgirder&amp;diff=121583"/>
		<updated>2010-07-15T20:33:48Z</updated>

		<summary type="html">&lt;p&gt;Strangething: /* Lesson Five: Meet Meng the Mason */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:25, 15 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Bentgirder''' is a Dwarf Fortress package for beginners. With it, you skip {{L|World_generation|generating a world}}, finding an {{L|Embark|embark point}}, and {{L|Embark#Creating_Your_Settlers|preparing an expedition}}. Just unzip the Bentgirder package to the same directory as Dwarf Fortress, and play along with this tutorial. &lt;br /&gt;
&lt;br /&gt;
You can get Bentgirder here: [http://dffd.wimbli.com/file.php?id=2645 Download]&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|red|This tutorial is still under construction! Be warned, there are still some important parts missing. If you are an experienced player, and want to add to this guide, please feel free. --[[User:Strangething|Strangething]] 21:17, 13 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Strike-the-earth.png]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lesson One: Getting Started =&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
At the '''main menu''', choose to '''continue''' a game. It will ask you to pick a game region, but there should only be one choice: region0, the location of future outpost '''Matthob''', aka '''Bentgirder'''. &lt;br /&gt;
&lt;br /&gt;
== Setting up your screen ==&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuDF2010.png|The command window.|frame]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]]&lt;br /&gt;
| Zoom in and out.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toogle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toogle fullscreen.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''default screen''' setup is a little crowded. The actual game view is on the left hand side. You can use the {{k|tab}} key to hide the '''mini-map''' and the '''command menu'''. Just keep tapping tab to cycle through different configurations. You might want to keep the command menu visible for easy reference. That seems like a lot of commands, but some of them are more useful than others.&lt;br /&gt;
&lt;br /&gt;
In the most recent versions of Dwarf Fortress, you can re-size the window with the mouse, and zoom in and out with the mouse wheel. Also, you can toggle the full-screen mode with {{k|F11}}, but that will make it harder to read this as you play.&lt;br /&gt;
&lt;br /&gt;
You can use the arrow keys ({{k|↑}} {{k|↓}} {{k|←}} {{k|→}}) to scroll around the map. To move 10 tiles at once, use {{k|shift}}+ direction. If you get lost, press {{k|F1}} to center the screen where you first embarked.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
{{k|Esc}} brings up the game '''options menu''', which includes things like '''volume control''', and the '''quit &amp;amp; save''' option. Note there is no save &amp;amp; continue option. Dwarf Fortress is hardcore. If your fortress goes south, you don't go back to your last save, you have to struggle through, or [[abandon]] and start over. Remember, losing is [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== When in doubt, pause the game ==&lt;br /&gt;
&lt;br /&gt;
The game starts paused. Use the {{k|space}} bar '''pause and unpause''' your game. It might be best to leave it paused for now. Without any orders from you, your dwarves will only mill around and eat. &lt;br /&gt;
&lt;br /&gt;
== Looking around ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|Starting out.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Look around.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, lets make sense of this jumble of characters that is the main screen. Press {{k|k}} to activate the '''look mode'''. The pauses the game, and puts a yellow &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;'''X'''&amp;lt;/span&amp;gt; in the middle of the screen. That X is your cursor. Use the arrow keys or number pad to move it around. The right side of the screen will show a list of what is in the selected tile. It also shows that the ground below is made of. &lt;br /&gt;
&lt;br /&gt;
The screen will be centered on a 3x3 brown square. That's the [[wagon]] full of supplies to get you through the [[calendar|year]]. Nearby, you will see your seven dwarves, a few animals, and lots of [[trees]] and [[shrubs]]. To the right, there's a [[brook]]. The dark blue patches that show up as &amp;quot;empty space&amp;quot; are [[Murky pool|ponds]]. &lt;br /&gt;
&lt;br /&gt;
Opposite the brook is a '''hillside'''. You'll see that the green up-arrows are upward slopes, so your dwarves can walk up this hill easily. Beyond that is a silt [[loam]] wall. That's just a kind of dirt. It's called a wall because the whole tile is full of dirt. &lt;br /&gt;
&lt;br /&gt;
Press {{k|Esc}}ape to end look mode. &lt;br /&gt;
&lt;br /&gt;
== Moving up and down ==&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png|right]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one z-level up or down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is a '''three dimensional''' game. Anywhere you can use the arrow keys to move a cursor or the map, you can use {{k|&amp;lt;}} and {{k|&amp;gt;}} to move vertically. Each step is called a '''z-level'''. You can only see one z-level at a time, so hills are blacked out walls, and valleys show as empty space. In the bottom right of the screen, there's a display of the current z-level. The wagon is parked on level 146. &lt;br /&gt;
&lt;br /&gt;
If you move the display up one step, (to 147) most of the map will appear as empty space, but the hill to the left now looks normal. Conversely, if you go down to 145, all you can see is the bottoms of the ponds and the brook.&lt;br /&gt;
If you follow the brook south, there's a valley at the bottom edge of the map. From level 146 it appears as empty space, but on 145, it is normal terrain. &lt;br /&gt;
&lt;br /&gt;
== View creatures ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Used keys&lt;br /&gt;
|-&lt;br /&gt;
| {{k|v}}&lt;br /&gt;
| View creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|shift}})&lt;br /&gt;
| Move around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{k|k}} is good for looking at the map itself, but to get '''more information on [[creatures]]''' (including your dwarves) use {{k|v}}. This works a lot like &amp;quot;k-mode&amp;quot;, but the right side menu now shows detailed info on the creature closest to the cursor. If you're between creatures, or if there's more than one in a tile, press {{k|v}} again to cycle between creatures.&lt;br /&gt;
&lt;br /&gt;
There are four sub-sections here: general, inventory, preferences, and wounds. For your dwarves, '''general''' shows what [[skill]]s that dwarf has. '''Inventory''' shows what items the dwarf is carrying and wearing. '''Preferences''' shows what [[labor]] the dwarf will do. (This will be important later.) '''Wounds''' shows the creature's [[wound|injuries]] as color codes. Healthy body parts are shown as bright white. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- add keys for labor and so on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary selection keys: +, -==&lt;br /&gt;
&lt;br /&gt;
In many modes, you can scroll though the information in the right-hand menu with the secondary select keys, {{k|+}} and {{k|-}}. For example, scrolling through lists of skills when viewing a dwarf. &lt;br /&gt;
&lt;br /&gt;
== Unit List: U ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-unit-list.png|thumb|The unit list.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|u}} to bring up unit list. This shows every living thing on the map. That's your seven dwarves, two dogs, two cats, a donkey, and some wild deer. (&amp;quot;Stray&amp;quot; animals are tame, but not attached to any individual dwarf.)&lt;br /&gt;
&lt;br /&gt;
There are several useful functions here. Use {{k|v}} to get more info on the highlighted creature. For the animals, this jumps straight to a description. For dwarves, there is an intermediate screen showing the dwarf's owned objects. &lt;br /&gt;
&lt;br /&gt;
Use c to go back to the map, centered on the highlighted creature. For example, we could find out where those wild [[deer]] are hiding. This puts you into the view creature mode, just like the v command, above. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Status: Z ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-status-1.png|thumb|The status screen.]]&lt;br /&gt;
&lt;br /&gt;
Instead of scanning around the map, you can press {{k|z}} to get an overview of the whole fortress from the [[status]] screen. This screen has a lot of information:  &lt;br /&gt;
* '''Current date''' In the upper right corner.&lt;br /&gt;
* '''Dwarven population''' Sorted by [[profession]], civilians in the center,  [[soldier]]s on the right. &lt;br /&gt;
* '''Food and drink'''  In the lower left corner.&lt;br /&gt;
* '''Fortress wealth''' including created, imported, and exported wealth, on the left side.&lt;br /&gt;
&lt;br /&gt;
Since your dwarfs don't know how much stuff is around (without a {{L|bookkeeper}}) or how much stuff is worth (without a {{L|broker}}), the food and wealth information is not helpful. (More on that later.)&lt;br /&gt;
&lt;br /&gt;
= Lesson Two: Meet Vabôk the Miner =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File: vabok-skills.png|left|Vabok's skills.]] --&amp;gt;&lt;br /&gt;
[[File:bentgirder-vabok.png|thumb|Vabôk's profile.]]&lt;br /&gt;
&lt;br /&gt;
She may not look tough, but Vab&amp;amp;ocirc;k is your only [[miner]] and that makes her very important. &lt;br /&gt;
&lt;br /&gt;
== Designation Menu: D ==&lt;br /&gt;
&lt;br /&gt;
[[File:DesignateMenuDF2010.png|frame|The designation window.]]&lt;br /&gt;
&lt;br /&gt;
Enough looking around, let's start {{L|mining}}! Press {{k|d}} to bring up the designations menu. This gives us the cursor, and a list of options, each with a letter.  &lt;br /&gt;
&lt;br /&gt;
Let's go straight down, right next to the wagon. For that we need downward staircase. According to the window, that's {{k|j}}. Press j and downward staircase becomes highlighted. &lt;br /&gt;
&lt;br /&gt;
The designation mode assumes that you want to mark a rectangular area. To make a designation, press {{k|enter}} to mark one corner, move the cursor to the opposite corner, and press {{k|enter}} again. You can also use the mouse, which is easier for small designations, like the one we're about to make. &lt;br /&gt;
&lt;br /&gt;
Since we only need a small staircase, just click one square. The square is now marked with a &amp;gt; sign. As soon as we unpause, Vabok will walk to the tile, and carve a staircase into the dirt. &lt;br /&gt;
&lt;br /&gt;
One problem, though. A designation doesn't cross z-levels. If you look at the level below, you'll see that the square below is exposed, but does not contain a staircase. We need to designate an upward staircase ({{k|u}}) in that square before we can dig any further. &lt;br /&gt;
&lt;br /&gt;
Once that's taken care of, we can the regular dig designation to dig horizontally. We need some space for shelter and storage, so make a tunnel north or west, and then expand it into a big underground room. &lt;br /&gt;
&lt;br /&gt;
Note that in designation mode, any tile that's next to water will blink blue. This is warn you against mining into water and flooding your fortress. If you dig north of the wagon, you might get a [[damp stone]] warning for no obvious reason. There are a few tiny ponds on this hill above, which triggers the damp stone warning, but isn't really a risk if you dig into it. Just don't try to dig upwards from there!&lt;br /&gt;
&lt;br /&gt;
==Removing designations==&lt;br /&gt;
&lt;br /&gt;
If you make a designation by accident, you can remove it from the designation mode. Choose remove designation, ({{k|x}}) and mark the tiles you want to un-designate.  If Vabok has already mined it out, You'll need to [[construct]] a wall to fill it back in. More on that once we get to Meng the mason.&lt;br /&gt;
&lt;br /&gt;
==You have struck gypsum!==&lt;br /&gt;
&lt;br /&gt;
[[Soil]] just disappears as it is mined out, but [[stone]] is left behind in big chunks. There is an outcropping  of stone nearby, north and west of the wagon. [[Gypsum]] is a type of stone that can be made into [[plaster powder]]. There is also some useful [[lignite]] nearby, and clusters of agates, a type of low-value [[gem]]. &lt;br /&gt;
&lt;br /&gt;
You might want to avoid digging the ore and gems until Vabok is more experienced, or at least until you can take advantage of those resources. &lt;br /&gt;
&lt;br /&gt;
== Announcement list: A ==&lt;br /&gt;
&lt;br /&gt;
Most of these discoveries will be announced by a message at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to see previous [[announcement]]s. As you fortress grows, these come up more and more often, so it's easy to miss them. Also note that you can zoom to the location of an announcement from here. &lt;br /&gt;
&lt;br /&gt;
== Other Designations: cutting trees, gathering plants ==&lt;br /&gt;
&lt;br /&gt;
While we're waiting for Vabok to finish our new digs, (pardon the pun) we can put our other dwarves to work with other designations. &lt;br /&gt;
&lt;br /&gt;
Choose the &amp;quot;chop down trees&amp;quot; designation, and mark a big swath around the wagon. Then do it again with &amp;quot;gather plants.&amp;quot; Your dwarves will quickly go to work on these tasks. &lt;br /&gt;
&lt;br /&gt;
That's three out of seven dwarves hard at work. Not bad for just knowing one command! Try to keep Vabok busy expanding and exploring as you continue this lesson.&lt;br /&gt;
&lt;br /&gt;
= Lesson Three: Meet Stâkud the Carpenter =&lt;br /&gt;
&lt;br /&gt;
[[File: bentgirder-stakud|thumb|Stâkud the Carpenter]]&lt;br /&gt;
&lt;br /&gt;
== Building: B ==&lt;br /&gt;
&lt;br /&gt;
To get any carpentry done, we need the appropriate [[workshop]]. Press {{k|b}} for the build menu. There are three pages of things that can be built here, and some of these entries lead to sub-menus. You can use the secondary select keys here, and each entry has a shortcut key as well.  We are looking for workshops. Press w for the shortcut. The carpenter's workshop is on the first page here, with the shortcut {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
Now it's time to place the workshop where we want it. Since there's not much room underground, lets build it on the surface for now. It's trivial to break down a workshop and build a new one, so it doesn't have to be perfect. &lt;br /&gt;
&lt;br /&gt;
The last step is choosing the materials to build it out of. Like most workshops, it can be built out of wood, metal, or stone, and it only takes one unit of materials. Our woodcutter has been hard at work, so there is some [[wood]] lying around, and there are a few tower-cap logs on the wagon, just in case. If Vabok has hit usable stone, that will appear here as well. Materials are sorted by distance, and they are all equally good, so just take the first one. &lt;br /&gt;
&lt;br /&gt;
Stâkud will haul the selected building materials to the chosen location and start building his workshop. &lt;br /&gt;
&lt;br /&gt;
== Workshop Control: Q ==&lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} for the view room mode. This works a lot like view creature mode. Move the cursor near a room, and you'll get some options listed in the right panel. The only rooms so far are the new [[carpenter's workshop]] and the wagon. The wagon's only option is to tear it down, but the workshop has the all important &amp;quot;add new task&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
This brings up a list of things that can be built at this workshop. For now, lets build some [[bed]]s. Our dwarves are going to get tired eventually, and beds can only be made from [[wood]]. Note that you can't specify what material to build the beds out of. Stâkud just grabs some nearby wood and starts working. &lt;br /&gt;
&lt;br /&gt;
== Stockpiles: P ==&lt;br /&gt;
&lt;br /&gt;
[[File:StockpilesMenuDF2010.png|frame|The stockpile menu]]&lt;br /&gt;
&lt;br /&gt;
Kubuk has been leaving cut-down [[trees]] all over the place. Why don't we move them all closer to the carpenter's workshop so Stakud doesn't have to drag them so far? &lt;br /&gt;
&lt;br /&gt;
Press {{k|p}} for the stockpiles mode. Making a [[stockpile]] works just like a designation, but with no mouse control. We want a wood stockpile, so press w to highlight wood. Then mark the opposite corners of a small rectangular area near Stakud's workshop. The area is filled in with = signs. As soon as the game resumes, all your dwarves will run to fill the stockpile with logs.&lt;br /&gt;
&lt;br /&gt;
Why stop there? The beds that Stakud is building are just cluttering up the workshop. Lets make a [[furniture]] stockpile on the opposite side. Note that there is some furniture on the wagon: an [[anvil]], a [[bucket]], and a few empty [[bag]]s. (Empty bags and buckets are stored in the furniture stockpile.)&lt;br /&gt;
&lt;br /&gt;
Vabok should be about done clearing space underground, and all these rats are making me nervous. Create a big food stockpile in the cleared space. &lt;br /&gt;
&lt;br /&gt;
You can use {{k|k}} to look at the contents of your stockpiles. Take a look at your new beds, the enormous quantity of [[booze]], and the barrels of revolting [[organ]] [[meat]]s. &lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to move all your workshops and stockpiles underground. There are creatures that will steal your things. Moving everything underground is safer. Building them on the surface is just to get started quickly.&lt;br /&gt;
&lt;br /&gt;
== Quality symbols ==&lt;br /&gt;
&lt;br /&gt;
Notice that your new creations have symbols around their names, like -pine bed- or +cedar bed+. These are [[quality]] indicators. Items with no symbols are minimum quality crap. As a general rule, more lines mean more quality, which means the item is worth more money. &lt;br /&gt;
&lt;br /&gt;
* -double value-&lt;br /&gt;
* +triple+&lt;br /&gt;
* &amp;lt;nowiki&amp;gt;*quadruple*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* ≡five times≡&lt;br /&gt;
* {{DB}}twelve times{{DB}} -- This is called a [[masterpiece]], and you get an announcement every time one is made.&lt;br /&gt;
&lt;br /&gt;
== Placing Furniture (beds) ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't sleep on a bed while it's in the stockpile. To set up a bed properly, use the build mode again. Bed is the second option, shortcut b. This is just like how we built the workshop, but instead of a log, the only component is a bed. If there isn't an unused bed in a stockpile (or the workshop itself) you get the cryptic message, &amp;quot;Need bed&amp;quot;. Beds and other [[furniture]] needs to be ''constructed'' at a workshop before it can be ''built'' on the map. &lt;br /&gt;
&lt;br /&gt;
Notice that a lot of the things you can build are pieces of furniture that can be built from your carpenter's workshop. Tables, chairs, doors, hatch covers, and so on. &lt;br /&gt;
&lt;br /&gt;
== Bins and Barrels ==&lt;br /&gt;
&lt;br /&gt;
Two of the most important things a carpenter will make are [[bin]]s and [[barrel]]s. Barrels are used to hold food and drink. Bins are used to store nearly everything else. You will need lots of these to keep your stockpiles in order. Try to keep a few extras of each. &lt;br /&gt;
&lt;br /&gt;
= Lesson Four: Meet &amp;amp;Iuml;teb the Farmer =&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Iuml;teb has already been working on the surface, gathering useful plants, but his main function is to plant a farm. &lt;br /&gt;
&lt;br /&gt;
==Irrigation ==&lt;br /&gt;
All the seeds you have are for dwarven [[crops]] that grow underground. They don't grow in dirt, they only grow in [[mud]]. To get some mud in your new home, you need to dump some [[water]]. Doing so can be done in many ways.&lt;br /&gt;
&lt;br /&gt;
Dig an area for your farm, one z-level below the surface and near the brook or a pond. A three by three area will easily feed all your dwarves. Make it four-by-four if you want a big one. &lt;br /&gt;
&lt;br /&gt;
Now go to the surface and [[channel]] one tile, right above your future farm. Channel ({{k|h}} on the designations menu.) digs a down into the ground. If the layer below is solid, this create a ramp down, but since you already dug out the area below, it just makes a hole.&lt;br /&gt;
&lt;br /&gt;
== Activity Zones: I==&lt;br /&gt;
[[File: bentgirder-zone.png|frame|Zones menu]]&lt;br /&gt;
To get your dwarves to dump water down this hole, you need to create a [[zone]]. Press {{k|i}} to enter zone mode. Like with designations and stockpiles, you use the arrow keys and enter to mark a rectangular area. Unlike those other modes, you choose a zone's settings ''after'' you mark the area. &lt;br /&gt;
&lt;br /&gt;
Make a 3x3 zone around your new hole. Press {{k|p}} to make it a [[pit]]/[[pond]] zone. (Pit/pond is an awkward combo of a place to dump water and a place to dump animals.) Then Shift-P to open the pit/pond settings. Here there is a list of animals to drop into the pit, but more importantly, here you can press {{k|f}} to toggle &amp;quot;Is pit&amp;quot; and &amp;quot;Is pond&amp;quot; modes. Set this to &amp;quot;Is pond&amp;quot; to start watering your future farm. &lt;br /&gt;
&lt;br /&gt;
As soon as you exit zone mode, your dwarves will start carrying buckets of water from the nearest source, and dumping them down the hole. This can take a while, but you can speed things up a little by making a few extra buckets. You can use K to see the progress of your irrigation efforts. Even a &amp;quot;dusting&amp;quot; of mud is enough to grow your crops. You might also see something like &amp;quot;Water [1/7]&amp;quot;. The number indicates how much water is in the tile. Anything more than 1/7 is too much to build a farm in. Just wait a while for the water to spread out and evaporate. Once you've got enough mud, go back into zone mode, and turn off &amp;quot;Is pond.&amp;quot; You're ready to make a farm plot. &lt;br /&gt;
&lt;br /&gt;
==Creating a farm plot==&lt;br /&gt;
&lt;br /&gt;
Now that you've got a nice muddy area, it's time to build a [[farm plot]]. It's in the build menu, and the shortcut is p. Changing the size of your plot with u,m,k, and h. {{k|u}} and {{k|k}} make it larger, {{k|h}}and {{k|m}} make it smaller. (This awkward method is used a very few places in Dwarf Fortress.) As soon as you exit build mode, &amp;amp;Iuml;teb will build the new plot. &lt;br /&gt;
&lt;br /&gt;
Once your plot is constructed, use {{k|q}} to view its settings. Here, you can use the secondary select to choose a crop to grow for the current season. You can also use a-d to plan other seasons of the year. What to grow first?&lt;br /&gt;
&lt;br /&gt;
==Plump Helmets: the staff of life==&lt;br /&gt;
&lt;br /&gt;
[[Plump helmets]] are the best thing to grow in a new fortress. They can be eaten raw, with no preparation required. They can also be brewed into dwarven wine, but more about that later. You have a bag of seeds for nearly every dwarven crop in your starting supplies, but none are as immediately useful as plump helmets. You can experiment with the other [[crops]] once you have more population. &lt;br /&gt;
&lt;br /&gt;
Once you make your selection, &amp;amp;Iuml;teb will start bringing seeds (called &amp;quot;spawn&amp;quot;) to plant. If you made a big farm, you might get an alert that &amp;amp;Iuml;teb is out of plump helmet spawn. Don't panic. That is just temporary. Every time a dwarf eats (or brews) a plump helmet, two spawn get spat onto the floor. Eventually, these seeds get gathered back into your food stockpile, with the rest of the seeds. &lt;br /&gt;
&lt;br /&gt;
= Lesson Five: Meet Meng the Mason =&lt;br /&gt;
&lt;br /&gt;
A [[mason's workshop]] is very much like the carpenter's workshop, only it makes things out of [[stone]]. Since you will soon be neck deep in stone, it's a very attractive choice for building material. A mason can build a lot of the things that a carpenter can, plus a few that can only be made from stone. &lt;br /&gt;
&lt;br /&gt;
==What's in a name?==&lt;br /&gt;
&lt;br /&gt;
Some items have different names, depending on what material the item is made out of. Stone chairs are called &amp;quot;thrones&amp;quot; and stone chests are called &amp;quot;coffers&amp;quot;. Don't get confused! They work exactly the same. &lt;br /&gt;
&lt;br /&gt;
==What's economic stone?==&lt;br /&gt;
[[File: bentgirder-economic-stone.png|thumb|Make gypsum available for general use.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Build a trade depot==&lt;br /&gt;
Your fortress is not isolated. [[Merchant]]s will come to [[trade]] several times a year. This is a great failsafe. If you need more food or drink, if you need another [[pick]] or [[ax]], if you need [[thread]] or [[cloth]] or even a bag of [[sand]], you can trade for it. But the merchants will not stop if you don't have a [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
Start one from the build menu, shortcut shift-D. Since merchants need to access it, I suggest building it on the surface. It's a big 5x5 room, and it takes three units of building materials. It's also one of the few buildings that need to be ''designed'' before being built. This means a [[building designer]] has to work on the area before the actual building process begins. Fortunately, Meng has this skill as well as masonry. &lt;br /&gt;
&lt;br /&gt;
Actual trading is handled by the fortress [[broker]], a position to which you can appoint any dwarf.&lt;br /&gt;
&lt;br /&gt;
== Assign Nobles: N ==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-nobles-1.png|thumb|The nobles and administrators screen.]]&lt;br /&gt;
&lt;br /&gt;
Press {{k|n}} to bring up the  '''nobles and administrators''' screen. We need to assign a [[broker]], so use the arrow keys to move the highlight to '''broker''', and press enter. This brings up a list of dwarves. We have one dwarf with the [[Appraiser]] skill: Mörul Kibdakon. He is already our [[expedition leader]], but that's OK. Mörul also has medical skills, so you could set him up as [[chief medical dwarf]]. (More on medicine when we get to him.)&lt;br /&gt;
&lt;br /&gt;
While we're at it, let's appoint a [[bookkeeper]], to fix all those annoying question marks in the status screen. Sadly, none of our starting seven have the proper skills for this job. You can assign an unskilled dwarf to this position, but it will take much more work for your records to be made accurate.  If you've gotten any [[migrants]] by now, you could appoint a useless [[peasant]] to this role. If not, then one of the seven founders can take the job for now. &lt;br /&gt;
&lt;br /&gt;
Notice that once you select a bookkeeper, the nobles screen will show a red &amp;quot;REQUIRE&amp;quot; warning on that line. If you highlight that line and press enter, it shows you what that noble or administrator needs. In the case of the bookkeeper, that's a &amp;quot;meager office&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Make an office ==&lt;br /&gt;
&lt;br /&gt;
All an office really needs is a [[chair]]. Adding a table is customary, but optional. If you want to make a nice, permanent office, dig out a 3x3 room with stone walls. If you're impatient, you can set up a temporary office anywhere. By now you should know how to construct and place a chair. &lt;br /&gt;
&lt;br /&gt;
Use {{k|q}} to view the chair. The only option will be &amp;quot;r: make throne room or study.&amp;quot; Choose this option, and you'll get the option to choose the size of the &amp;quot;study&amp;quot; with the secondary select keys. Notice that it conforms to walls and doors. Press enter once you've got a nice size. The last step is to assign the chair to our new bookkeeper. &lt;br /&gt;
&lt;br /&gt;
Note that any furniture within that area is considered part of the office, so if there's a bed there, it belongs to the bookkeeper now, and only she can sleep in it. If there's a chest or cabinet there, she might start keeping her things in it. &lt;br /&gt;
&lt;br /&gt;
This is a common method in Dwarf Fortress, of placing a piece of furniture, and expanding a [[room]] around it. Chairs turn into offices, tables turn into [[dining room]]s, beds turn into [[bedroom]]s, coffins turn into [[tomb]]s, [[statue]]s turn into statue gardens, and nearly anything can be turned into a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
==Make a mass tomb==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Making a dining hall==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
= Lesson Six: Meet Sazir the Mechanic =&lt;br /&gt;
==Traps==&lt;br /&gt;
&lt;br /&gt;
==Cages and the Animal stockpile==&lt;br /&gt;
&lt;br /&gt;
==Trade Goods: Bentgirder Memorial Collectable Mugs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Lesson Seven: Meet Mörul the Doctor/Trader/Brewer=&lt;br /&gt;
&lt;br /&gt;
==Brewing==&lt;br /&gt;
[[Brewing]] is essential to dwarven society as all dwarves need booze to get through the working day, as displayed in their profiles.  Mörul, in addition to his other skills, is a brewer. The brewer's workshop is called a [[still]]. To make drinks, all he needs are some brewable plants and a [[barrel]] to store it in. &lt;br /&gt;
&lt;br /&gt;
Your most common drink starting out, will be [[dwarven wine]], which is made from brewing [[plump helmets]].  Always be sure to have a decent stock of plants to brew, as dwarves drink about three times as much as they eat. As a plus, brewing leaves the seeds of the crop behind, so your food can be brewed into drink while the seeds go right back into the ground.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
[[File: trading.png|frame|The trading screen]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] is also under Mörul's authority.  He will be meeting [[merchant]]s at your trade depot up to three times a year, in Spring for the [[elves]], Summer for the [[humans]], and Autumn for the [[dwarves]].  Each item has a weight and value, and the better your trader, the better deals you'll be able to get.  Additionally, since Mörul starts skilled as a broker, he will also be able to appraise the worth of items set for trade. &lt;br /&gt;
&lt;br /&gt;
The general idea is that you want to craft trinkets that you don't need, such as instruments or toys, and make them as valuable as possible, then trade them for goods that you can use and need, such as wood, food, materials, and so on, although you can trade anything with a value except [[artifacts]].  One thing to look out for is that you also include some weighty materials as well while also giving a large number.  Too much weight and you'll overload the pack animals (causing the trade to be impossible) and taking too many objects while giving very few, even valuable items, will annoy the trader as well.  Traders will never trade at a loss, so keep your crafters going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The above segment may be a bit too much for trading.  Sorry, I tend to rabble on.  Put it somewhere else (?) or delete it if it's unnecessary. ~Ryun &lt;br /&gt;
&lt;br /&gt;
I might rework this a little, to focus on the basics of the interface. I moved your other comment to the discussion page.  ~Strangething&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dwarven Medicine==&lt;br /&gt;
&lt;br /&gt;
Before a dwarf will treat an injury, there must be a hospital zone set up. A [[hospital]] is created in the opposite way from rooms like offices. First you create the [[zone]], then you build furniture in it. A hospital needs [[bed]]s for patients to rest in, and [[chest]]s (or [[bag]]s) to store medical supplies. Once those are placed, dwarves will automatically stock the containers with [[cloth]], [[thread]], [[splint]]s, [[crutches]], and [[bucket]]s. If you have any [[soap]] or [[plaster powder]], that gets stored here as well. &lt;br /&gt;
&lt;br /&gt;
= Lesson Eight: Meet Kûbuk the Axedwarf =&lt;br /&gt;
&lt;br /&gt;
We've seen K&amp;amp;ucirc;buk at the very beginning, chopping down trees, but she is also your fortress's first line of defense. As a trained [[axedwarf]], she can chop down [[goblin]]s and [[kobold]]s as easily as trees. &lt;br /&gt;
&lt;br /&gt;
==Military screen: M==&lt;br /&gt;
&lt;br /&gt;
[[File:bentgirder-military.png|frame|The military interface.]]&lt;br /&gt;
&lt;br /&gt;
Open the [[military]] screen with {{k|m}}. First create '''create''' a new squad. When you create a squad, the game will prompt you to choose a [[uniform]] for the new squad. Choose anything other than archer. You can specify equipment later on, once you have some armor for her to wear. &lt;br /&gt;
&lt;br /&gt;
The squad will be given a random name, and you can now add Kûbuk to it. This will make her the [[DF2010:militia commander|militia commander]], as the first military dwarf of the fortress. &lt;br /&gt;
&lt;br /&gt;
Exit the military screen. By default, squads are set as inactive, so Kûbuk will continue with her civilian woodcutting duties. If you have a [[barracks]] set up, she'll do some basic training in her free time.&lt;br /&gt;
&lt;br /&gt;
==Squad Command: S==&lt;br /&gt;
You can give specific commands to your military through the [[squad]]s command. Press {{k|s}} to enter squad control mode. Be aware that the game does not pause in this mode! You can pause and unpause with space, as normal. &lt;br /&gt;
&lt;br /&gt;
Press {{k|a}} to select the first (and only) squad in the list. To post Kûbuk in a specific place, press {{k|m}} for the move command, and select the location with the arrow keys and enter. To send Kûbuk after a specific creature, press {{k|k}} for the attack/kill command. This lets you chose your victim with the cursor, or select one from a list. &lt;br /&gt;
&lt;br /&gt;
== Combat Reports: R ==&lt;br /&gt;
To get the details of what's happening in combat, press {{k|r}} for {{l|combat report}}s. This starts out blank, but once the first [[thief]] stumbles into your fortress, things can get pretty gory.&lt;br /&gt;
&lt;br /&gt;
= Lesson Nine: Meet the Migrants=&lt;br /&gt;
The first wave of [[migrants]] will often double your population. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields. &lt;br /&gt;
&lt;br /&gt;
As the new dwarves come in, check their [[skills]]. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch. &lt;br /&gt;
&lt;br /&gt;
= Future of the Fortress=&lt;br /&gt;
&lt;br /&gt;
==Improve your dwarves' lifestyle==&lt;br /&gt;
Individual bedrooms, Build a [[statue]] garden or [[Zoo]], Build a [[prison]], Farm above ground, cook meals, &lt;br /&gt;
&lt;br /&gt;
==Tighten your defenses==&lt;br /&gt;
Better [[military]], Build a Castle, Dig a [[well]], make [[steel]], &lt;br /&gt;
&lt;br /&gt;
==Climb the social ladder==&lt;br /&gt;
Dealing with [[nobles]], The [[Dwarven Economy]]&lt;br /&gt;
&lt;br /&gt;
==Dig deeper==&lt;br /&gt;
&lt;br /&gt;
==Do something stupid==&lt;br /&gt;
&lt;br /&gt;
= FAQ =&lt;br /&gt;
&lt;br /&gt;
;What's with all the [[vomit]]?&lt;br /&gt;
If your dwarves spend too much time underground without sunlight, they develop [[cave adaptation]]. This essentially means that sunlight makes them sick, and they'll get negative thoughts from this. The vomiting is caused by prolonged cave adaptation.&lt;br /&gt;
&lt;br /&gt;
;What's with the dead rats?&lt;br /&gt;
Cats are vermin hunters - they kill [[vermin]] (rats and other small animals/insects) and leave the corpses wherever they want. If you have a [[refuse]] stockpile, they'll go there instead.&lt;br /&gt;
&lt;br /&gt;
'''What is this purple stuff?'''&lt;br /&gt;
&lt;br /&gt;
That's [[miasma]]. It appears when something rots indoors. It gives your dwarves bad [[thought]]s, but isn't otherwise harmful. Anything that can rot is [[refuse]]. Building an outdoors refuse stockpile should prevent any more miasma. &lt;br /&gt;
&lt;br /&gt;
'''What are these parentheses on item names?'''&lt;br /&gt;
&lt;br /&gt;
[[Quality]] markers are explained above. Normal (parentheses) mean the item was not created at Bentgirder, and does not count towards your created [[wealth]]. Curvy {brackets} mean the item is [[forbidden]] to your dwarves. You can toggle this with the {{k|f}}. &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;&amp;lt;double angle brackets&amp;gt;&amp;gt; mean the item is [[decorate]]d. Decorated items often have two sets of [[quality]] markers. The outer marks are for the quality of the decorations, and the inner marks are for the item itself. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just withdrew from society, got possessed, or was taken by a fey mood.'''&lt;br /&gt;
&lt;br /&gt;
This is GOOD. Your dwarf has taken a [[strange mood]], and will eventually make an [[artifact]] - a very valuable item that cannot be traded. See the pages on strange moods and artifacts for more details. Also, there are two other moods that only happen when your dwarves are unhappy - fell and macabre moods. Just make sure you have all the materials they need for the artifact, or...&lt;br /&gt;
&lt;br /&gt;
'''What is berserk / stark, raving mad / melancholy?'''&lt;br /&gt;
&lt;br /&gt;
...that'll happen. If a dwarf fails a mood or suffers too much, they'll go [[insane]]. An insane dwarf is useless, as they will not do jobs or anything productive. Berserk dwarves, though, will attack anything and everything they can reach. Mad dwarves are harmless, and will simply run around naked. Melancholy dwarves will seek any possible passive means to end their miserable existence, usually by jumping off high platforms. &lt;br /&gt;
&lt;br /&gt;
'''A dwarf just threw a [[tantrum]]'''&lt;br /&gt;
&lt;br /&gt;
This is a sign of extreme unhappiness. Invest some time in giving your dwarves good [[thought]]s. If a dwarf stays unhappy long enough, he might go insane. &lt;br /&gt;
&lt;br /&gt;
'''Why are there dead animal/fish in my fortress?'''&lt;br /&gt;
&lt;br /&gt;
One of your dwarves is [[hunting]] or [[fishing]], but there is no butchering or fish processing set up. Build a [[butcher's shop]] or a [[fishery]]. If you lack a dwarf with that skill, turn on the appropriate [[labor]] on another dwarf. Or just find the hunter/fisherdwarf and turn off that labor. &lt;br /&gt;
&lt;br /&gt;
'''An animal stole my stuff!'''&lt;br /&gt;
&lt;br /&gt;
Yes, that happens. There are thieving [[raccoon]]s in this area. Try to keep your stuff underground, and out of their reach. Try posting a {{L|DF2010:Restraint|guard}} near your stockpiles to scare them off. (See Kubuk the Axedwarf for more information.)&lt;br /&gt;
&lt;br /&gt;
'''A thief or snatcher appeared!''' &lt;br /&gt;
&lt;br /&gt;
Read the section on Kubuk the Axedwarf, if you haven't already. If a thief gets away with something valuable, your fort will attract more and more thieves in the future. {{L|DF2010:Restraint|Guard dogs}} near entrances or entrance doors tied to levers also cut down on thieves.&lt;br /&gt;
&lt;br /&gt;
'''A squad of goblins appeared!''' &lt;br /&gt;
&lt;br /&gt;
That's an [[ambush]]. Hopefully, by the time your fort is wealthy enough to attract ambushes, you will have some {{L|Defense|defenses}} set up. Ambushes often appear with a {{L|Trading|caravan}}, so hopefully you will have caravan guards helping you against the ambushers. &lt;br /&gt;
&lt;br /&gt;
'''What's a vile force of darkness?''' &lt;br /&gt;
&lt;br /&gt;
Uh oh. That's a goblin [[siege]]. A siege only appears when you have a certain population or wealth. &lt;br /&gt;
&lt;br /&gt;
'''A dragon/colossus/hydra/titan/forgotten beast appears!''' &lt;br /&gt;
&lt;br /&gt;
You are about to have a lot of [[fun]]. A [[megabeast]] is a threat to even the most well-established fortresses. Good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Other Commands=&lt;br /&gt;
&lt;br /&gt;
There are still more commands in Dwarf Fortress, even some very useful ones, that are not covered in this tutorial. There is detailed information at {{L|menu}}.&lt;br /&gt;
&lt;br /&gt;
Hot keys: H&lt;br /&gt;
Points and Routes: shift-N&lt;br /&gt;
[[Burrows]]: W&lt;br /&gt;
Job [[Manager]]: J&lt;br /&gt;
Items in Room: T&lt;br /&gt;
Options: O&lt;br /&gt;
Trade Depot Access: shift-D&lt;br /&gt;
Local Civilizations: C&lt;br /&gt;
Artifact List: L&lt;br /&gt;
Room List: R&lt;br /&gt;
The (Questionable) Manual: ?&lt;/div&gt;</summary>
		<author><name>Strangething</name></author>
	</entry>
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