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		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=165212</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=165212"/>
		<updated>2012-02-28T20:36:48Z</updated>

		<summary type="html">&lt;p&gt;Teddy: Added link to the official bug tracker in &amp;quot;Useful Links&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[v0.31:Main Page|Click here to view the main page for Dwarf Fortress version 0.31.25]]&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 [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;
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{{!}} [[Main:Dwarf Fortress:About{{!}}About Dwarf Fortress]]&lt;br /&gt;
{{!}} [[cv:Installation{{!}}Downloading and Installing]]&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[cv:Quickstart guide{{!}}Fortress Mode Quickstart Guide]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[cv:Adventure mode quick start{{!}}Adventure Mode Quickstart Guide]]&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Game development]]&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; {{!}} [[Legends]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[cv:Arena{{!}}The Arena]]&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; {{!}} [[Activity zone]]s&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Military]]&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Combat]]&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; {{!}} [[Creatures]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Noble]]s&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Designations Menu|Designations]]&lt;br /&gt;
{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Rooms]]&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[Economics]]&lt;br /&gt;
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{{!}} style{{=}}&amp;quot;width: 50%&amp;quot; {{!}} [[:Category:Buildings{{!}}Buildings]]&lt;br /&gt;
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{{!}} [[World generation]]&lt;br /&gt;
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{{!}} [[Advanced world generation]]&lt;br /&gt;
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{{!}} [[Technical tricks]]&lt;br /&gt;
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{{!}} [[Utilities]]&lt;br /&gt;
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{{!}} '''[[Known bugs and issues]]'''&lt;br /&gt;
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{{!}} [[System requirements]]&lt;br /&gt;
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{{grey rounded info box |Links|&lt;br /&gt;
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{{!}}- &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?p{{=}}17714628 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://www.dwarffortressforum.de German Dwarf Fortress Forum], [http://www.mspaforums.com/showthread.php?40907-Dwarf-Fortress-General-Chat-No-such-thing-as-too-much-magma MSPaint Adventures Thread]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Blogs:&lt;br /&gt;
{{!}} [http://www.bravemule.com/ Bravemule], [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 ]&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://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style{{=}}&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; {{!}} Archives:&lt;br /&gt;
{{!}} [[23a:Main Page{{!}}v0.23.130.23a Wiki]]&amp;lt;!--&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;--&amp;gt;, [[40d:Main Page{{!}}v0.28.181.40d Wiki]]&lt;br /&gt;
{{!}}}&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>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Leather_works&amp;diff=159322</id>
		<title>v0.31:Leather works</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Leather_works&amp;diff=159322"/>
		<updated>2012-01-08T12:10:31Z</updated>

		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:14, 25 June 2010 (UTC)}}{{workshop|name=Leather works|key=e|job=[[Leatherworking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Leather]] [[Clothing]]&lt;br /&gt;
* [[Leather]] [[Armor]]&lt;br /&gt;
* [[Leather]] [[Shield]]&lt;br /&gt;
* [[Leather]] [[Quiver]]&lt;br /&gt;
* [[Leather]] [[Bag]]&lt;br /&gt;
* [[Leather]] [[Backpack]]&lt;br /&gt;
* [[Leather]] [[Waterskin]]&lt;br /&gt;
* [[Leather]] [[Decoration|Images (decoration)]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Leather Works''' is a [[workshop]] which produces [[leather]] items out of tanned [[skin|hides]], made at the [[tanner's shop]]. These items include [[armor]], [[backpack]]s, [[flask|waterskins]], and [[quiver]]s for [[military]] dwarves, and [[clothes]] for civilian dwarves. Leather armor is typically less protective than metal armor, but is lighter and thus better for initial [[Armor user|armor wearing]] training or for [[squads]] that require speed over defensive ability. &lt;br /&gt;
&lt;br /&gt;
[[Decoration|Decorating]] [[finished goods]] with leather is also done at this workshop.&lt;br /&gt;
&lt;br /&gt;
[[Crafts]] made from leather are made at the [[Craftsdwarf's workshop]], and not at the Leather works. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=142967</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=142967"/>
		<updated>2011-03-28T18:48:42Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Inability to mine (&amp;quot;Diggor Mortis&amp;quot;) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point, single goal, final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring—and what fun is that?  Therefore, DF = losing /\ DF = fun =&amp;gt; losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts sooner rather than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]]&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Nature===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
Outdoor titans and megabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[Giant Cave Spider]]s and [[Blind Cave Ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts and semimegabeasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent.&lt;br /&gt;
&lt;br /&gt;
====Magma and its denizens====&lt;br /&gt;
Magma by its self is dangerous enough to destroy a fortress that fails to use it properly without factoring in the fact that magma sources are the home to many dangerous creatures that can destroy buildings and spread out through your fortress. A way to avoid this from happening is to build {{L|fortification}}s before using the magma for other purposes; however, in these instances, the depth of the magma must never be permitted to reach 7/7, otherwise creatures will be able to swim through them.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Dwarf===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to the {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}}—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a [[mug]] (though it doesn't stop them being produced by the tonne in your [[workshops]]).&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately—create a civilian alert and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Diggor Mortis&amp;quot;) ====&lt;br /&gt;
aka no {{L|pick}}s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue. In a pinch, you can even {{L|melt}} other metal objects for metal.  You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society?===&lt;br /&gt;
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress. As of DF 2010, dwarf marriage is much more commonplace, with several marriages often happening per year or even per season. This means that the loss of one dwarf is likely to lead to a very unhappy widow - and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammerer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
War never changes.&lt;br /&gt;
&lt;br /&gt;
See [[#Ambush|Ambush]].&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing, they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not be able to sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandated goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}} and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Better build indoor refuse piles away from trafficked areas. Unless an {{L|well|interior water supply}} was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====HFS====&lt;br /&gt;
''(Hidden Fun Stuff)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Melt_item&amp;diff=142844</id>
		<title>v0.31:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Melt_item&amp;diff=142844"/>
		<updated>2011-03-27T17:59:44Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Buying items to melt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
You can '''melt''' items at a {{L|smelter}}, using the {{L|furnace operator}} labor, to recover some of the {{L|metal}} they were made of.  {{L|Decoration}}s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it's recommended that you designate one smelter as your &amp;quot;melting&amp;quot; smelter (or one/metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the {{L|Stocks}} page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up a individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See {{L|Bookkeeper}} for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and {{L|forbidden}} then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job at a {{L|Smelter}}.  Melting down an object requires the {{L|Furnace operator}} labor (and consumes a unit of {{L|fuel}} for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the {{L|furnace operator}} skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
For every unit of {{L|material size}} an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are &amp;quot;stored&amp;quot; at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or {{L|alloy}} melted.&lt;br /&gt;
&lt;br /&gt;
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.&lt;br /&gt;
&lt;br /&gt;
====Melting armor &amp;amp; weapons====&lt;br /&gt;
&lt;br /&gt;
Fortresses will often accumulate armor and/or weapons that they don't need, either from {{L|invader}}s, from {{L|caravan}}s ''(with or without {{L|trade|trading}} for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.&lt;br /&gt;
&lt;br /&gt;
Rather than let these gather dust or {{L|trade}} them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Armor &amp;lt;br /&amp;gt;Item &amp;lt;br /&amp;gt; melted!! Percent &amp;lt;br /&amp;gt;Return !! Absolute&amp;lt;br /&amp;gt; Return&amp;lt;br /&amp;gt; (in bars)&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|cap}} || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|helm}} || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 30% || .9*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|gauntlets|gauntlet}} || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|leggings}} || 50% || .5&lt;br /&gt;
|-&lt;br /&gt;
| {{L|greaves}}  || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| high {{L|boot}}  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| low {{L|boot}}  || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|shield}}  || 40% || .4&lt;br /&gt;
|-&lt;br /&gt;
| {{L|buckler}}  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Note that these items take more than 1 bar to make initially.)''&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;melted!! Return&amp;lt;br /&amp;gt;(in bars)&lt;br /&gt;
|-&lt;br /&gt;
| large dagger, whip  || .1&lt;br /&gt;
|-&lt;br /&gt;
|  blowgun, scourge || .2&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace, scimitar,&amp;lt;br /&amp;gt; short sword, spear, war hammer  || .3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, longsword,&amp;lt;br /&amp;gt; pick, pike || .4&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword || .5&lt;br /&gt;
|-&lt;br /&gt;
|  stack of # arrows, bolts || # /100, rounded up*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.  You could &amp;quot;create&amp;quot; metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' &lt;br /&gt;
&lt;br /&gt;
Due to the low return, many players opt to install weapons into {{L|weapon trap}}s instead, especially if the weapon is of any {{L|quality}}.''&lt;br /&gt;
&lt;br /&gt;
==== Training metalsmith skills / Maximizing return  ====&lt;br /&gt;
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace Operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:&lt;br /&gt;
&lt;br /&gt;
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Skill&amp;lt;br /&amp;gt; to be &amp;lt;br /&amp;gt;Trained!!  Best &amp;lt;br /&amp;gt;Percent &amp;lt;br /&amp;gt; Return !! Recommended &amp;lt;br /&amp;gt;Item(s) &amp;lt;br /&amp;gt;Melted&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|weaponsmith}}ing || 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || {{L|enormous corkscrew}}s,&amp;lt;br /&amp;gt;{{L|giant axe blade}}s,&amp;lt;br /&amp;gt;{{L|menacing spike}}s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|armorsmith}}ing || 50% ||{{L|leggings}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|metal craft}}ing || 60% &amp;lt;br /&amp;gt;(2/10 each)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || {{L|goblet}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|metal craft}}ing || 50% || {{L|chain}} &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|blacksmith}}ing || 50% || {{L|bucket}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) Some {{L|other weapon}}s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.&lt;br /&gt;
::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying items to melt===&lt;br /&gt;
{{L|Merchant}}s will often offer metal items, metals that you might want but can't find or produce.  This chart shows the {{L|Value#Items_with_both_material_and_quality|base value}} of a given item, without {{L|Value#Material_multipliers|material multiplier}}, and then a &amp;quot;cost&amp;quot; relative to its yield, so you know what the &amp;quot;best buys&amp;quot; are if you want (or are forced) to go down this road.&lt;br /&gt;
&lt;br /&gt;
For instance, a {{L|cap}} has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a &amp;quot;relative cost&amp;quot; of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar.  ''(And it turns out, that's a pretty poor return on investment!)''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''&lt;br /&gt;
&lt;br /&gt;
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal.  For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet.  So a {{L|copper}} (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a {{L|steel}} (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''&lt;br /&gt;
&lt;br /&gt;
Note also that {{L|quality}} and {{L|decorate}}d items can greatly increase the relative cost.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Item &amp;lt;br /&amp;gt; Bought !! Base &amp;lt;br /&amp;gt;Value !! Absolute &amp;lt;br /&amp;gt; Return !! Relative &amp;lt;br /&amp;gt; Cost/Bar&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|cap}} || 10 || .1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{L|helm}} || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 60 || .6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 100 || .9 || 111&lt;br /&gt;
|-&lt;br /&gt;
| {{L|gauntlets|gauntlet}} || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| {{L|leggings}} || 15 || .5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{L|greaves}}  || 30 || .6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| high {{L|boot}}  || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| low {{L|boot}}  || 15 || .1 || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{L|shield}}  || 15 || .4 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| {{L|buckler}}  || 10 || .2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace,&amp;lt;br /&amp;gt; scimitar, short sword,&amp;lt;br /&amp;gt; spear, war hammer || 10 || .3 || 33.3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, &amp;lt;br /&amp;gt;longsword, pick, pike || 10 || .4 || 25&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword &amp;lt;br /&amp;gt; {{L|trap weapon}}s || 10 || .5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|  stack of 25 bolts, arrows || 25 || .3 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| {{L|cage}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 10 || 1.0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{L|anvil}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;  || 100 || 1.0 || 100&lt;br /&gt;
|- &lt;br /&gt;
| {{L|craft}}s ||  ||  || (poor, tbd)&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::Notes:&lt;br /&gt;
:::1) You're ''buying'', so you want a ''low'' cost/bar.&lt;br /&gt;
:::2) Cages are offered in only {{L|copper}}, {{L|lead}}, {{L|nickel}}, {{L|tin}}, or {{L|zinc}}.  All {{L|furniture}} returns 1 bar for each item melted, but only cages are offered for trade.&lt;br /&gt;
:::3) Anvils are offered in only {{L|iron}} or {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
Your top &amp;quot;best buys&amp;quot; for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is &amp;quot;too expensive&amp;quot; is up to you and how badly you need that metal, and how much how fast.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jug&amp;diff=142769</id>
		<title>v0.31:Jug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jug&amp;diff=142769"/>
		<updated>2011-03-26T23:52:45Z</updated>

		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
'''Jugs''' are a type of container, made from {{L|ceramic}} at a {{L|kiln}}, from {{L|glass}} at a {{L|glass furnace}} or from stone by a {{L|stone crafter}}.  They are used in {{l|Beekeeping industry|beekeeping}} to store royal jelly or at a {{L|screw press}} to store honey or rock nut oil. Jugs made from earthenware need to be {{L|glaze}}d before they can be used to hold liquids like honey.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=142711</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=142711"/>
		<updated>2011-03-26T15:30:13Z</updated>

		<summary type="html">&lt;p&gt;Teddy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A hive is a building used to house {{L|honey bee}}s.  A {{L|tool|hive}} must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln, glass furnace or metalsmith's forge using stone, wood, ceramics, glass or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or adjacent to a tile that is {{L|Tile attributes|above ground}}.  A dwarf with the {{L|beekeeping}} labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  &lt;br /&gt;
&lt;br /&gt;
Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform {{L|bumblebee}}s into honey bees, so a wild bumblebee colony will work if no honey bee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the {{L|honeycomb}} and {{L|royal jelly}}, assuming he has access to a suitable {{L|jug}} in which to put the royal jelly.  This process kills the bees.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a {{L|screw press}} workshop to yield {{L|wax}} and {{L|honey}}.&lt;br /&gt;
&lt;br /&gt;
Honeybees in their artificial hive can and will sting your dwarves. Worker bees occasionally appear within a few tiles of a hive and are presumed to be responsible for stinging dwarves. It is likely that an inexperienced beekeeper will receive a bee sting when gathering the products of a hive.  Additionally, it has been observed that placing a {{L|Activity zone#Meeting Area|Meeting zone}} next to hives puts idle dwarves at serious risk of being stung.  &lt;br /&gt;
&lt;br /&gt;
Bee stings currently seem to be inconsequential. Bee stings do not appear to be recorded as wounds, but the {{L|Health screen}} will show &amp;quot;Slight pain&amp;quot; for the stung dwarf. Being stung does not seem to produce a bad thought.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=139652</id>
		<title>v0.31:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=139652"/>
		<updated>2011-03-22T21:54:37Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Viewing labors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:44, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A [[dwarf]]'s '''labor''' preferences define the tasks/jobs that he or she is allowed to do, whether it is {{L|food hauling}}, {{L|mining}}, {{L|hunting}}, or any of dozens of other tasks. For instance, only a dwarf with the {{L|wood cutting}} labor enabled will cut down {{L|tree}}s whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
Note that a labor is ''not'' a &amp;quot;'''job'''&amp;quot;, nor a &amp;quot;{{L|skill}}&amp;quot;.  A job is the actual task of doing something, and a skill is the experience that determines how fast a job gets done, and/or the quality of any finished product (specifics vary with skill/job), while a labor preference simply designates whether a dwarf is allowed do that sort of job or not.  You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single {{L|skill}} can possibly be applied to many different '''jobs'''.  For instance, a dwarf with the {{L|bone carving}} labor designated might carve a totem out of a skull, craft bone practice {{L|bolt}}s for a {{L|crossbow}}, create bone {{L|armor}}, or carve bone {{L|craft}}s to trade.  Each of these is a different possible job allowed by designating the associated labor, which in each of these cases is governed by the &amp;quot;bone carving&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially {{L|haul}}ing, have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
The {{L|mining}} and {{L|wood cutting}} labors require the dwarf to pick up and wield a {{L|pick}} or {{L|battle axe}}, respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
==Viewing labors==&lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
Labors are divided into skill trees - for instance, accessing {{L|metalsmithing}} allows you to enable various jobs that are related to working with metal, such as {{L|weaponsmithing}} and {{L|armorsmithing}} etc.&lt;br /&gt;
&lt;br /&gt;
A category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Category''' || '''Labors'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* {{L|Mining}}&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Crossbow-making}}&lt;br /&gt;
* {{L|Wood cutting}}&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking ||&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Stone detailing}}&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related ||&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Animal care}}&lt;br /&gt;
* {{L|Hunting}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
* {{L|Small animal dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] ||&lt;br /&gt;
* {{L|Diagnosis}}&lt;br /&gt;
* {{L|Surgery}}&lt;br /&gt;
* {{L|Setting bones}}&lt;br /&gt;
* {{L|Suturing}}&lt;br /&gt;
* {{L|Dressing wounds}}&lt;br /&gt;
* {{L|Feed patients/prisoners}}&lt;br /&gt;
* {{L|Recovering wounded}}&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related ||&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Tanning}}&lt;br /&gt;
* {{L|Farming (fields)}}&lt;br /&gt;
* {{L|Dyeing}}&lt;br /&gt;
* {{L|Soap making}}&lt;br /&gt;
* {{L|Wood burning}}&lt;br /&gt;
* {{L|Potash making}}&lt;br /&gt;
* {{L|Lye making}}&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
* {{L|Brewing}}&lt;br /&gt;
* {{L|Plant gathering}}&lt;br /&gt;
* {{L|Plant processing}}&lt;br /&gt;
* {{L|Cheese making}}&lt;br /&gt;
* {{L|Milking}}&lt;br /&gt;
* {{L|Shearing}}&lt;br /&gt;
* {{L|Spinning}}&lt;br /&gt;
* {{L|Cooking}}&lt;br /&gt;
* {{L|Pressing}}&lt;br /&gt;
* {{L|Beekeeping}}&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related ||&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
* {{L|Fish cleaning}}&lt;br /&gt;
* {{L|Fish dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
* {{L|Furnace operating}}&lt;br /&gt;
* {{L|Weaponsmithing}}&lt;br /&gt;
* {{L|Armoring}}&lt;br /&gt;
* {{L|Blacksmithing}}&lt;br /&gt;
* {{L|Metalcrafting}}&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry ||&lt;br /&gt;
* {{L|Gem cutting}}&lt;br /&gt;
* {{L|Gem setting}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafts ||&lt;br /&gt;
* {{L|Leatherworking}}&lt;br /&gt;
* {{L|Woodcrafting}}&lt;br /&gt;
* {{L|Stonecrafting}}&lt;br /&gt;
* {{L|Bone carving}}&lt;br /&gt;
* {{L|Glassmaking}}&lt;br /&gt;
* {{L|Weaving}}&lt;br /&gt;
* {{L|Clothesmaking}}&lt;br /&gt;
* {{L|Strand extracting}}&lt;br /&gt;
* {{L|Pottery}}&lt;br /&gt;
* {{L|Glazing}}&lt;br /&gt;
* {{L|Wax working}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineering  ||&lt;br /&gt;
* {{L|Siege engineering}}&lt;br /&gt;
* {{L|Siege operating}}&lt;br /&gt;
* {{L|Mechanics}}&lt;br /&gt;
* {{L|Pump operating}}&lt;br /&gt;
|-&lt;br /&gt;
| Other Jobs ||&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Alchemy}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138568</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138568"/>
		<updated>2011-03-18T22:47:54Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Adventure Mode Skills vs. Fortress Mode Skill Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think this holds true. My Expert Armorsmith (Very Rusty) produced a basic copper mail shirt and at rusty he produced only a well crafted. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have observed that dwarves with rusty skills won't do work in workshops that have their profile set above some minimum, probably dabbling, even if the skill to be used is of a sufficiently high level. It could mean that (rusty) and (very rusty) skills temporarily set the skill level to dabbling until the (rusty) and (very rusty) tags are removed. --[[User:Teddy|Teddy]] 22:27, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think it's true. I have a bunch of stonecrafters from Master to Grand Master levels which could only be formerly Legendary from mood as I don't do much stonecrafting. [[User:Elfy|Elfy]] 00:58, 16 August 2010 (UTC)&lt;br /&gt;
:: I'm just starting the Autumn of my first year in-fortress, and all my unused Novice and Adequate skills among the starting expedition are already listed as Rusty. This is particularly worrisome since my Doctor and Appraiser skills were at Novice. [[User:Romeofalling|Romeofalling]] 21:58, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)&lt;br /&gt;
:Again I think this is true, since my expert (very rusty) armorsmith became just rusty after making one mailshirt and the just expert after a second. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I didn't notice any affect on my medic staff due to &amp;quot;rusty&amp;quot; skills, They still worked as though their skills were normal.  I didn't think to check xp earned, I have noticed atrophy(loss of skill lvl) in my other fortresses after reaching &amp;quot;very rusty&amp;quot;.  I'm Incorporating a &amp;quot;danger room&amp;quot; and I'll monitor xp earned. --Nordak&lt;br /&gt;
&lt;br /&gt;
Do legendary skills rust? I usually disable mining on my legendary miners, but haven't seen any rust yet.--[[User:Droid|Droid]] 16:41, 30 October 2010 (UTC)&lt;br /&gt;
:They certainly do - I've had dwarves go moody and become legendary wood crafters, and they eventually rusted below legendary. --[[User:Quietust|Quietust]] 17:54, 30 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have noticed that higher level skills seem to rust faster in some way than lower level skills. My Proficient Diagnostician/Adequate Wound Dresser/Novice Suturer/Surgeon/Bone Doctor Chief Medical Dwarf gained the (very rusty) tag on his Diagnostician level pretty quickly, while the rest of his medical skills remained at (rusty) until they started to be used three years after arrival. The same applied to my Skilled Weaponsmith/Competent Armorsmith/Metalsmith. --[[User:Teddy|Teddy]] 22:37, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs? Mainly with modding ==&lt;br /&gt;
&lt;br /&gt;
Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On Wrestlers and Bronze Colossuses ==&lt;br /&gt;
&lt;br /&gt;
I had a fresh recruit fighting a Bronze Colossus for some reason. Obviously, without any skills to his name, he immediately began wrestling the thing. The next instant, he was an Elite Wrestler. I imagine that trying to wrestle a gigantic living bronze statue can be an extraordinary learning experience. Although he was pummeled into a pulp despite his new elite-ness, does anyone know exactly why this happened?--[[Special:Contributions/162.83.223.4|162.83.223.4]] 02:54, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, this happens in any combat now. Before (or after?) dying military dwarf is promoted. It looks very funny. --[[User:Elfy|Elfy]] 01:01, 16 August 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
: Colossi.  :P -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:56, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Managing Skills ==&lt;br /&gt;
&lt;br /&gt;
A general page or section on managing skills of dwarves would be helpful.  what labor preferences (and therefore skills) are good to give in combination?  A table summarizing which skills allow operation of what buildings or other activities would also be helpful, they're not all obvious, and the summary could be one line, instead of going to a nearly blank page to find out.  (Animal dissection allows what now?  I go to the animal dissector page, which is almost entirely empty, to find out.)&lt;br /&gt;
&lt;br /&gt;
Is there any way to find which dwarves are the highest in a skill?  list them by skill level in a selected category?&lt;br /&gt;
my best woodcutter committed suicide, now i need to find someone else and transfer the axe to them...&lt;br /&gt;
but i have no idea how to do that, other than painfully going through the entire roster. -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:55, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrant combat Skills ==&lt;br /&gt;
&lt;br /&gt;
When looking for dwarves to draft in Dwarf Therapist, I noticed that dwarves immigrating with relatively high military skills mostly have high civilian skills. Can anyone verify? --[[User:Blur|Blur]] 13:47, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Skills vs. Fortress Mode Skill Categories ==&lt;br /&gt;
&lt;br /&gt;
A search for &amp;quot;skill&amp;quot; or &amp;quot;skills&amp;quot; points to this page. Yet this page is categorized for Fortress Mode according to dwarf jobs. I think this arrangement can be slightly confusing for newbie Adventure Mode players.&lt;br /&gt;
&lt;br /&gt;
Also, I do realize that a page for {{L|Knapper}} does not exist yet. But the {{L|Knapper}} link is currently listed under &amp;quot;Other Jobs&amp;quot;. There is no Fortress Mode job that uses the Knapper skill... is there? If not, perhaps {{L|Knapper}} should be moved to the &amp;quot;Miscellaneous&amp;quot; category?&lt;br /&gt;
&lt;br /&gt;
Finally, I could not seem to get the {{L|Knapper}} skill to work in vanilla DF in Adventure Mode. I tried holding a small stone in each hand, with nothing else in my hands, but there was no option to knap with them from the &amp;quot;x&amp;quot; perform action menu. I did put 5 points into Knapper at character creation to start out as &amp;quot;Novice&amp;quot;. Is there some other requirement? Does it require certain types of hard stone, such as flint or obsidian? --[[User:Thundercraft|Thundercraft]] 22:28, 11 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The {{L|Knapper}} skill is not used in Fortress Mode as of current, and neither is the {{L|Alchemy}} skill which also is listed under &amp;quot;Other Jobs&amp;quot;. The &amp;quot;Miscellaneous&amp;quot; category, however, is reserved for skills that aren't jobs.--[[User:Teddy|Teddy]] 22:47, 18 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138567</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138567"/>
		<updated>2011-03-18T22:47:19Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Adventure Mode Skills vs. Fortress Mode Skill Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think this holds true. My Expert Armorsmith (Very Rusty) produced a basic copper mail shirt and at rusty he produced only a well crafted. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have observed that dwarves with rusty skills won't do work in workshops that have their profile set above some minimum, probably dabbling, even if the skill to be used is of a sufficiently high level. It could mean that (rusty) and (very rusty) skills temporarily set the skill level to dabbling until the (rusty) and (very rusty) tags are removed. --[[User:Teddy|Teddy]] 22:27, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think it's true. I have a bunch of stonecrafters from Master to Grand Master levels which could only be formerly Legendary from mood as I don't do much stonecrafting. [[User:Elfy|Elfy]] 00:58, 16 August 2010 (UTC)&lt;br /&gt;
:: I'm just starting the Autumn of my first year in-fortress, and all my unused Novice and Adequate skills among the starting expedition are already listed as Rusty. This is particularly worrisome since my Doctor and Appraiser skills were at Novice. [[User:Romeofalling|Romeofalling]] 21:58, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)&lt;br /&gt;
:Again I think this is true, since my expert (very rusty) armorsmith became just rusty after making one mailshirt and the just expert after a second. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I didn't notice any affect on my medic staff due to &amp;quot;rusty&amp;quot; skills, They still worked as though their skills were normal.  I didn't think to check xp earned, I have noticed atrophy(loss of skill lvl) in my other fortresses after reaching &amp;quot;very rusty&amp;quot;.  I'm Incorporating a &amp;quot;danger room&amp;quot; and I'll monitor xp earned. --Nordak&lt;br /&gt;
&lt;br /&gt;
Do legendary skills rust? I usually disable mining on my legendary miners, but haven't seen any rust yet.--[[User:Droid|Droid]] 16:41, 30 October 2010 (UTC)&lt;br /&gt;
:They certainly do - I've had dwarves go moody and become legendary wood crafters, and they eventually rusted below legendary. --[[User:Quietust|Quietust]] 17:54, 30 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have noticed that higher level skills seem to rust faster in some way than lower level skills. My Proficient Diagnostician/Adequate Wound Dresser/Novice Suturer/Surgeon/Bone Doctor Chief Medical Dwarf gained the (very rusty) tag on his Diagnostician level pretty quickly, while the rest of his medical skills remained at (rusty) until they started to be used three years after arrival. The same applied to my Skilled Weaponsmith/Competent Armorsmith/Metalsmith. --[[User:Teddy|Teddy]] 22:37, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs? Mainly with modding ==&lt;br /&gt;
&lt;br /&gt;
Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On Wrestlers and Bronze Colossuses ==&lt;br /&gt;
&lt;br /&gt;
I had a fresh recruit fighting a Bronze Colossus for some reason. Obviously, without any skills to his name, he immediately began wrestling the thing. The next instant, he was an Elite Wrestler. I imagine that trying to wrestle a gigantic living bronze statue can be an extraordinary learning experience. Although he was pummeled into a pulp despite his new elite-ness, does anyone know exactly why this happened?--[[Special:Contributions/162.83.223.4|162.83.223.4]] 02:54, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, this happens in any combat now. Before (or after?) dying military dwarf is promoted. It looks very funny. --[[User:Elfy|Elfy]] 01:01, 16 August 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
: Colossi.  :P -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:56, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Managing Skills ==&lt;br /&gt;
&lt;br /&gt;
A general page or section on managing skills of dwarves would be helpful.  what labor preferences (and therefore skills) are good to give in combination?  A table summarizing which skills allow operation of what buildings or other activities would also be helpful, they're not all obvious, and the summary could be one line, instead of going to a nearly blank page to find out.  (Animal dissection allows what now?  I go to the animal dissector page, which is almost entirely empty, to find out.)&lt;br /&gt;
&lt;br /&gt;
Is there any way to find which dwarves are the highest in a skill?  list them by skill level in a selected category?&lt;br /&gt;
my best woodcutter committed suicide, now i need to find someone else and transfer the axe to them...&lt;br /&gt;
but i have no idea how to do that, other than painfully going through the entire roster. -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:55, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrant combat Skills ==&lt;br /&gt;
&lt;br /&gt;
When looking for dwarves to draft in Dwarf Therapist, I noticed that dwarves immigrating with relatively high military skills mostly have high civilian skills. Can anyone verify? --[[User:Blur|Blur]] 13:47, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Skills vs. Fortress Mode Skill Categories ==&lt;br /&gt;
&lt;br /&gt;
A search for &amp;quot;skill&amp;quot; or &amp;quot;skills&amp;quot; points to this page. Yet this page is categorized for Fortress Mode according to dwarf jobs. I think this arrangement can be slightly confusing for newbie Adventure Mode players.&lt;br /&gt;
&lt;br /&gt;
Also, I do realize that a page for {{L|Knapper}} does not exist yet. But the {{L|Knapper}} link is currently listed under &amp;quot;Other Jobs&amp;quot;. There is no Fortress Mode job that uses the Knapper skill... is there? If not, perhaps {{L|Knapper}} should be moved to the &amp;quot;Miscellaneous&amp;quot; category?&lt;br /&gt;
&lt;br /&gt;
Finally, I could not seem to get the {{L|Knapper}} skill to work in vanilla DF in Adventure Mode. I tried holding a small stone in each hand, with nothing else in my hands, but there was no option to knap with them from the &amp;quot;x&amp;quot; perform action menu. I did put 5 points into Knapper at character creation to start out as &amp;quot;Novice&amp;quot;. Is there some other requirement? Does it require certain types of hard stone, such as flint or obsidian? --[[User:Thundercraft|Thundercraft]] 22:28, 11 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The {{L|Knapper}} skill is not used in Fortress Mode as of current, and neither is the {{L|Alchemy}} skill which also is listed under &amp;quot;Other Jobs&amp;quot;. The &amp;quot;Miscellaneous&amp;quot; category, however, is reserved for skills that aren't jobs, however.--[[User:Teddy|Teddy]] 22:47, 18 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138566</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138566"/>
		<updated>2011-03-18T22:46:45Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Adventure Mode Skills vs. Fortress Mode Skill Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think this holds true. My Expert Armorsmith (Very Rusty) produced a basic copper mail shirt and at rusty he produced only a well crafted. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have observed that dwarves with rusty skills won't do work in workshops that have their profile set above some minimum, probably dabbling, even if the skill to be used is of a sufficiently high level. It could mean that (rusty) and (very rusty) skills temporarily set the skill level to dabbling until the (rusty) and (very rusty) tags are removed. --[[User:Teddy|Teddy]] 22:27, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think it's true. I have a bunch of stonecrafters from Master to Grand Master levels which could only be formerly Legendary from mood as I don't do much stonecrafting. [[User:Elfy|Elfy]] 00:58, 16 August 2010 (UTC)&lt;br /&gt;
:: I'm just starting the Autumn of my first year in-fortress, and all my unused Novice and Adequate skills among the starting expedition are already listed as Rusty. This is particularly worrisome since my Doctor and Appraiser skills were at Novice. [[User:Romeofalling|Romeofalling]] 21:58, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)&lt;br /&gt;
:Again I think this is true, since my expert (very rusty) armorsmith became just rusty after making one mailshirt and the just expert after a second. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I didn't notice any affect on my medic staff due to &amp;quot;rusty&amp;quot; skills, They still worked as though their skills were normal.  I didn't think to check xp earned, I have noticed atrophy(loss of skill lvl) in my other fortresses after reaching &amp;quot;very rusty&amp;quot;.  I'm Incorporating a &amp;quot;danger room&amp;quot; and I'll monitor xp earned. --Nordak&lt;br /&gt;
&lt;br /&gt;
Do legendary skills rust? I usually disable mining on my legendary miners, but haven't seen any rust yet.--[[User:Droid|Droid]] 16:41, 30 October 2010 (UTC)&lt;br /&gt;
:They certainly do - I've had dwarves go moody and become legendary wood crafters, and they eventually rusted below legendary. --[[User:Quietust|Quietust]] 17:54, 30 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have noticed that higher level skills seem to rust faster in some way than lower level skills. My Proficient Diagnostician/Adequate Wound Dresser/Novice Suturer/Surgeon/Bone Doctor Chief Medical Dwarf gained the (very rusty) tag on his Diagnostician level pretty quickly, while the rest of his medical skills remained at (rusty) until they started to be used three years after arrival. The same applied to my Skilled Weaponsmith/Competent Armorsmith/Metalsmith. --[[User:Teddy|Teddy]] 22:37, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs? Mainly with modding ==&lt;br /&gt;
&lt;br /&gt;
Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On Wrestlers and Bronze Colossuses ==&lt;br /&gt;
&lt;br /&gt;
I had a fresh recruit fighting a Bronze Colossus for some reason. Obviously, without any skills to his name, he immediately began wrestling the thing. The next instant, he was an Elite Wrestler. I imagine that trying to wrestle a gigantic living bronze statue can be an extraordinary learning experience. Although he was pummeled into a pulp despite his new elite-ness, does anyone know exactly why this happened?--[[Special:Contributions/162.83.223.4|162.83.223.4]] 02:54, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, this happens in any combat now. Before (or after?) dying military dwarf is promoted. It looks very funny. --[[User:Elfy|Elfy]] 01:01, 16 August 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
: Colossi.  :P -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:56, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Managing Skills ==&lt;br /&gt;
&lt;br /&gt;
A general page or section on managing skills of dwarves would be helpful.  what labor preferences (and therefore skills) are good to give in combination?  A table summarizing which skills allow operation of what buildings or other activities would also be helpful, they're not all obvious, and the summary could be one line, instead of going to a nearly blank page to find out.  (Animal dissection allows what now?  I go to the animal dissector page, which is almost entirely empty, to find out.)&lt;br /&gt;
&lt;br /&gt;
Is there any way to find which dwarves are the highest in a skill?  list them by skill level in a selected category?&lt;br /&gt;
my best woodcutter committed suicide, now i need to find someone else and transfer the axe to them...&lt;br /&gt;
but i have no idea how to do that, other than painfully going through the entire roster. -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:55, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrant combat Skills ==&lt;br /&gt;
&lt;br /&gt;
When looking for dwarves to draft in Dwarf Therapist, I noticed that dwarves immigrating with relatively high military skills mostly have high civilian skills. Can anyone verify? --[[User:Blur|Blur]] 13:47, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Skills vs. Fortress Mode Skill Categories ==&lt;br /&gt;
&lt;br /&gt;
A search for &amp;quot;skill&amp;quot; or &amp;quot;skills&amp;quot; points to this page. Yet this page is categorized for Fortress Mode according to dwarf jobs. I think this arrangement can be slightly confusing for newbie Adventure Mode players.&lt;br /&gt;
&lt;br /&gt;
Also, I do realize that a page for {{L|Knapper}} does not exist yet. But the {{L|Knapper}} link is currently listed under &amp;quot;Other Jobs&amp;quot;. There is no Fortress Mode job that uses the Knapper skill... is there? If not, perhaps {{L|Knapper}} should be moved to the &amp;quot;Miscellaneous&amp;quot; category?&lt;br /&gt;
&lt;br /&gt;
Finally, I could not seem to get the {{L|Knapper}} skill to work in vanilla DF in Adventure Mode. I tried holding a small stone in each hand, with nothing else in my hands, but there was no option to knap with them from the &amp;quot;x&amp;quot; perform action menu. I did put 5 points into Knapper at character creation to start out as &amp;quot;Novice&amp;quot;. Is there some other requirement? Does it require certain types of hard stone, such as flint or obsidian? --[[User:Thundercraft|Thundercraft]] 22:28, 11 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The {{L|Knapper}} skill is not used in Fortress Mode as of current, and neither is the {{L|Alchemy}} skill which also is listed under &amp;quot;Other Jobs&amp;quot;. The &amp;quot;Miscellaneous&amp;quot; category, however, is reserved for skills that aren't jobs, however.&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138565</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138565"/>
		<updated>2011-03-18T22:40:38Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Immgrant combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think this holds true. My Expert Armorsmith (Very Rusty) produced a basic copper mail shirt and at rusty he produced only a well crafted. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have observed that dwarves with rusty skills won't do work in workshops that have their profile set above some minimum, probably dabbling, even if the skill to be used is of a sufficiently high level. It could mean that (rusty) and (very rusty) skills temporarily set the skill level to dabbling until the (rusty) and (very rusty) tags are removed. --[[User:Teddy|Teddy]] 22:27, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think it's true. I have a bunch of stonecrafters from Master to Grand Master levels which could only be formerly Legendary from mood as I don't do much stonecrafting. [[User:Elfy|Elfy]] 00:58, 16 August 2010 (UTC)&lt;br /&gt;
:: I'm just starting the Autumn of my first year in-fortress, and all my unused Novice and Adequate skills among the starting expedition are already listed as Rusty. This is particularly worrisome since my Doctor and Appraiser skills were at Novice. [[User:Romeofalling|Romeofalling]] 21:58, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)&lt;br /&gt;
:Again I think this is true, since my expert (very rusty) armorsmith became just rusty after making one mailshirt and the just expert after a second. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I didn't notice any affect on my medic staff due to &amp;quot;rusty&amp;quot; skills, They still worked as though their skills were normal.  I didn't think to check xp earned, I have noticed atrophy(loss of skill lvl) in my other fortresses after reaching &amp;quot;very rusty&amp;quot;.  I'm Incorporating a &amp;quot;danger room&amp;quot; and I'll monitor xp earned. --Nordak&lt;br /&gt;
&lt;br /&gt;
Do legendary skills rust? I usually disable mining on my legendary miners, but haven't seen any rust yet.--[[User:Droid|Droid]] 16:41, 30 October 2010 (UTC)&lt;br /&gt;
:They certainly do - I've had dwarves go moody and become legendary wood crafters, and they eventually rusted below legendary. --[[User:Quietust|Quietust]] 17:54, 30 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have noticed that higher level skills seem to rust faster in some way than lower level skills. My Proficient Diagnostician/Adequate Wound Dresser/Novice Suturer/Surgeon/Bone Doctor Chief Medical Dwarf gained the (very rusty) tag on his Diagnostician level pretty quickly, while the rest of his medical skills remained at (rusty) until they started to be used three years after arrival. The same applied to my Skilled Weaponsmith/Competent Armorsmith/Metalsmith. --[[User:Teddy|Teddy]] 22:37, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs? Mainly with modding ==&lt;br /&gt;
&lt;br /&gt;
Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On Wrestlers and Bronze Colossuses ==&lt;br /&gt;
&lt;br /&gt;
I had a fresh recruit fighting a Bronze Colossus for some reason. Obviously, without any skills to his name, he immediately began wrestling the thing. The next instant, he was an Elite Wrestler. I imagine that trying to wrestle a gigantic living bronze statue can be an extraordinary learning experience. Although he was pummeled into a pulp despite his new elite-ness, does anyone know exactly why this happened?--[[Special:Contributions/162.83.223.4|162.83.223.4]] 02:54, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, this happens in any combat now. Before (or after?) dying military dwarf is promoted. It looks very funny. --[[User:Elfy|Elfy]] 01:01, 16 August 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
: Colossi.  :P -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:56, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Managing Skills ==&lt;br /&gt;
&lt;br /&gt;
A general page or section on managing skills of dwarves would be helpful.  what labor preferences (and therefore skills) are good to give in combination?  A table summarizing which skills allow operation of what buildings or other activities would also be helpful, they're not all obvious, and the summary could be one line, instead of going to a nearly blank page to find out.  (Animal dissection allows what now?  I go to the animal dissector page, which is almost entirely empty, to find out.)&lt;br /&gt;
&lt;br /&gt;
Is there any way to find which dwarves are the highest in a skill?  list them by skill level in a selected category?&lt;br /&gt;
my best woodcutter committed suicide, now i need to find someone else and transfer the axe to them...&lt;br /&gt;
but i have no idea how to do that, other than painfully going through the entire roster. -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:55, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrant combat Skills ==&lt;br /&gt;
&lt;br /&gt;
When looking for dwarves to draft in Dwarf Therapist, I noticed that dwarves immigrating with relatively high military skills mostly have high civilian skills. Can anyone verify? --[[User:Blur|Blur]] 13:47, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Skills vs. Fortress Mode Skill Categories ==&lt;br /&gt;
&lt;br /&gt;
A search for &amp;quot;skill&amp;quot; or &amp;quot;skills&amp;quot; points to this page. Yet this page is categorized for Fortress Mode according to dwarf jobs. I think this arrangement can be slightly confusing for newbie Adventure Mode players.&lt;br /&gt;
&lt;br /&gt;
Also, I do realize that a page for {{L|Knapper}} does not exist yet. But the {{L|Knapper}} link is currently listed under &amp;quot;Other Jobs&amp;quot;. There is no Fortress Mode job that uses the Knapper skill... is there? If not, perhaps {{L|Knapper}} should be moved to the &amp;quot;Miscellaneous&amp;quot; category?&lt;br /&gt;
&lt;br /&gt;
Finally, I could not seem to get the {{L|Knapper}} skill to work in vanilla DF in Adventure Mode. I tried holding a small stone in each hand, with nothing else in my hands, but there was no option to knap with them from the &amp;quot;x&amp;quot; perform action menu. I did put 5 points into Knapper at character creation to start out as &amp;quot;Novice&amp;quot;. Is there some other requirement? Does it require certain types of hard stone, such as flint or obsidian? --[[User:Thundercraft|Thundercraft]] 22:28, 11 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138564</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138564"/>
		<updated>2011-03-18T22:37:15Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Skill Rust */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think this holds true. My Expert Armorsmith (Very Rusty) produced a basic copper mail shirt and at rusty he produced only a well crafted. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have observed that dwarves with rusty skills won't do work in workshops that have their profile set above some minimum, probably dabbling, even if the skill to be used is of a sufficiently high level. It could mean that (rusty) and (very rusty) skills temporarily set the skill level to dabbling until the (rusty) and (very rusty) tags are removed. --[[User:Teddy|Teddy]] 22:27, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think it's true. I have a bunch of stonecrafters from Master to Grand Master levels which could only be formerly Legendary from mood as I don't do much stonecrafting. [[User:Elfy|Elfy]] 00:58, 16 August 2010 (UTC)&lt;br /&gt;
:: I'm just starting the Autumn of my first year in-fortress, and all my unused Novice and Adequate skills among the starting expedition are already listed as Rusty. This is particularly worrisome since my Doctor and Appraiser skills were at Novice. [[User:Romeofalling|Romeofalling]] 21:58, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)&lt;br /&gt;
:Again I think this is true, since my expert (very rusty) armorsmith became just rusty after making one mailshirt and the just expert after a second. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I didn't notice any affect on my medic staff due to &amp;quot;rusty&amp;quot; skills, They still worked as though their skills were normal.  I didn't think to check xp earned, I have noticed atrophy(loss of skill lvl) in my other fortresses after reaching &amp;quot;very rusty&amp;quot;.  I'm Incorporating a &amp;quot;danger room&amp;quot; and I'll monitor xp earned. --Nordak&lt;br /&gt;
&lt;br /&gt;
Do legendary skills rust? I usually disable mining on my legendary miners, but haven't seen any rust yet.--[[User:Droid|Droid]] 16:41, 30 October 2010 (UTC)&lt;br /&gt;
:They certainly do - I've had dwarves go moody and become legendary wood crafters, and they eventually rusted below legendary. --[[User:Quietust|Quietust]] 17:54, 30 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have noticed that higher level skills seem to rust faster in some way than lower level skills. My Proficient Diagnostician/Adequate Wound Dresser/Novice Suturer/Surgeon/Bone Doctor Chief Medical Dwarf gained the (very rusty) tag on his Diagnostician level pretty quickly, while the rest of his medical skills remained at (rusty) until they started to be used three years after arrival. The same applied to my Skilled Weaponsmith/Competent Armorsmith/Metalsmith. --[[User:Teddy|Teddy]] 22:37, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs? Mainly with modding ==&lt;br /&gt;
&lt;br /&gt;
Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On Wrestlers and Bronze Colossuses ==&lt;br /&gt;
&lt;br /&gt;
I had a fresh recruit fighting a Bronze Colossus for some reason. Obviously, without any skills to his name, he immediately began wrestling the thing. The next instant, he was an Elite Wrestler. I imagine that trying to wrestle a gigantic living bronze statue can be an extraordinary learning experience. Although he was pummeled into a pulp despite his new elite-ness, does anyone know exactly why this happened?--[[Special:Contributions/162.83.223.4|162.83.223.4]] 02:54, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, this happens in any combat now. Before (or after?) dying military dwarf is promoted. It looks very funny. --[[User:Elfy|Elfy]] 01:01, 16 August 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
: Colossi.  :P -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:56, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Managing Skills ==&lt;br /&gt;
&lt;br /&gt;
A general page or section on managing skills of dwarves would be helpful.  what labor preferences (and therefore skills) are good to give in combination?  A table summarizing which skills allow operation of what buildings or other activities would also be helpful, they're not all obvious, and the summary could be one line, instead of going to a nearly blank page to find out.  (Animal dissection allows what now?  I go to the animal dissector page, which is almost entirely empty, to find out.)&lt;br /&gt;
&lt;br /&gt;
Is there any way to find which dwarves are the highest in a skill?  list them by skill level in a selected category?&lt;br /&gt;
my best woodcutter committed suicide, now i need to find someone else and transfer the axe to them...&lt;br /&gt;
but i have no idea how to do that, other than painfully going through the entire roster. -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:55, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immgrant combat Skills ==&lt;br /&gt;
&lt;br /&gt;
When looking for dwarves to draft in Dwarf Therapist, I noticed that dwarves immigrating with relatively high military skills mostly have high civilian skills. Can anyone verify? --[[User:Blur|Blur]] 13:47, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Skills vs. Fortress Mode Skill Categories ==&lt;br /&gt;
&lt;br /&gt;
A search for &amp;quot;skill&amp;quot; or &amp;quot;skills&amp;quot; points to this page. Yet this page is categorized for Fortress Mode according to dwarf jobs. I think this arrangement can be slightly confusing for newbie Adventure Mode players.&lt;br /&gt;
&lt;br /&gt;
Also, I do realize that a page for {{L|Knapper}} does not exist yet. But the {{L|Knapper}} link is currently listed under &amp;quot;Other Jobs&amp;quot;. There is no Fortress Mode job that uses the Knapper skill... is there? If not, perhaps {{L|Knapper}} should be moved to the &amp;quot;Miscellaneous&amp;quot; category?&lt;br /&gt;
&lt;br /&gt;
Finally, I could not seem to get the {{L|Knapper}} skill to work in vanilla DF in Adventure Mode. I tried holding a small stone in each hand, with nothing else in my hands, but there was no option to knap with them from the &amp;quot;x&amp;quot; perform action menu. I did put 5 points into Knapper at character creation to start out as &amp;quot;Novice&amp;quot;. Is there some other requirement? Does it require certain types of hard stone, such as flint or obsidian? --[[User:Thundercraft|Thundercraft]] 22:28, 11 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138563</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=138563"/>
		<updated>2011-03-18T22:27:24Z</updated>

		<summary type="html">&lt;p&gt;Teddy: /* Skill Rust */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think this holds true. My Expert Armorsmith (Very Rusty) produced a basic copper mail shirt and at rusty he produced only a well crafted. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have observed that dwarves with rusty skills won't do work in workshops that have their profile set above some minimum, probably dabbling, even if the skill to be used is of a sufficiently high level. It could mean that (rusty) and (very rusty) skills temporarily set the skill level to dabbling until the (rusty) and (very rusty) tags are removed. --[[User:Teddy|Teddy]] 22:27, 18 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think it's true. I have a bunch of stonecrafters from Master to Grand Master levels which could only be formerly Legendary from mood as I don't do much stonecrafting. [[User:Elfy|Elfy]] 00:58, 16 August 2010 (UTC)&lt;br /&gt;
:: I'm just starting the Autumn of my first year in-fortress, and all my unused Novice and Adequate skills among the starting expedition are already listed as Rusty. This is particularly worrisome since my Doctor and Appraiser skills were at Novice. [[User:Romeofalling|Romeofalling]] 21:58, 16 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)&lt;br /&gt;
:Again I think this is true, since my expert (very rusty) armorsmith became just rusty after making one mailshirt and the just expert after a second. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I didn't notice any affect on my medic staff due to &amp;quot;rusty&amp;quot; skills, They still worked as though their skills were normal.  I didn't think to check xp earned, I have noticed atrophy(loss of skill lvl) in my other fortresses after reaching &amp;quot;very rusty&amp;quot;.  I'm Incorporating a &amp;quot;danger room&amp;quot; and I'll monitor xp earned. --Nordak&lt;br /&gt;
&lt;br /&gt;
Do legendary skills rust? I usually disable mining on my legendary miners, but haven't seen any rust yet.--[[User:Droid|Droid]] 16:41, 30 October 2010 (UTC)&lt;br /&gt;
:They certainly do - I've had dwarves go moody and become legendary wood crafters, and they eventually rusted below legendary. --[[User:Quietust|Quietust]] 17:54, 30 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs? Mainly with modding ==&lt;br /&gt;
&lt;br /&gt;
Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On Wrestlers and Bronze Colossuses ==&lt;br /&gt;
&lt;br /&gt;
I had a fresh recruit fighting a Bronze Colossus for some reason. Obviously, without any skills to his name, he immediately began wrestling the thing. The next instant, he was an Elite Wrestler. I imagine that trying to wrestle a gigantic living bronze statue can be an extraordinary learning experience. Although he was pummeled into a pulp despite his new elite-ness, does anyone know exactly why this happened?--[[Special:Contributions/162.83.223.4|162.83.223.4]] 02:54, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, this happens in any combat now. Before (or after?) dying military dwarf is promoted. It looks very funny. --[[User:Elfy|Elfy]] 01:01, 16 August 2010 (UTC)&lt;br /&gt;
 &lt;br /&gt;
: Colossi.  :P -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:56, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Managing Skills ==&lt;br /&gt;
&lt;br /&gt;
A general page or section on managing skills of dwarves would be helpful.  what labor preferences (and therefore skills) are good to give in combination?  A table summarizing which skills allow operation of what buildings or other activities would also be helpful, they're not all obvious, and the summary could be one line, instead of going to a nearly blank page to find out.  (Animal dissection allows what now?  I go to the animal dissector page, which is almost entirely empty, to find out.)&lt;br /&gt;
&lt;br /&gt;
Is there any way to find which dwarves are the highest in a skill?  list them by skill level in a selected category?&lt;br /&gt;
my best woodcutter committed suicide, now i need to find someone else and transfer the axe to them...&lt;br /&gt;
but i have no idea how to do that, other than painfully going through the entire roster. -- [[Special:Contributions/192.203.222.78|192.203.222.78]] 02:55, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immgrant combat Skills ==&lt;br /&gt;
&lt;br /&gt;
When looking for dwarves to draft in Dwarf Therapist, I noticed that dwarves immigrating with relatively high military skills mostly have high civilian skills. Can anyone verify? --[[User:Blur|Blur]] 13:47, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Skills vs. Fortress Mode Skill Categories ==&lt;br /&gt;
&lt;br /&gt;
A search for &amp;quot;skill&amp;quot; or &amp;quot;skills&amp;quot; points to this page. Yet this page is categorized for Fortress Mode according to dwarf jobs. I think this arrangement can be slightly confusing for newbie Adventure Mode players.&lt;br /&gt;
&lt;br /&gt;
Also, I do realize that a page for {{L|Knapper}} does not exist yet. But the {{L|Knapper}} link is currently listed under &amp;quot;Other Jobs&amp;quot;. There is no Fortress Mode job that uses the Knapper skill... is there? If not, perhaps {{L|Knapper}} should be moved to the &amp;quot;Miscellaneous&amp;quot; category?&lt;br /&gt;
&lt;br /&gt;
Finally, I could not seem to get the {{L|Knapper}} skill to work in vanilla DF in Adventure Mode. I tried holding a small stone in each hand, with nothing else in my hands, but there was no option to knap with them from the &amp;quot;x&amp;quot; perform action menu. I did put 5 points into Knapper at character creation to start out as &amp;quot;Novice&amp;quot;. Is there some other requirement? Does it require certain types of hard stone, such as flint or obsidian? --[[User:Thundercraft|Thundercraft]] 22:28, 11 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Teddy</name></author>
	</entry>
</feed>